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			54 lines
		
	
	
		
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			C
		
	
			
		
		
	
	
			54 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C
		
	
| // dear imgui: Renderer Backend for SDL_Renderer for SDL2
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| // (Requires: SDL 2.0.17+)
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| 
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| // Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
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| // For a multi-platform app consider using other technologies:
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| // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
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| // - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
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| // If your application wants to render any non trivial amount of graphics other than UI,
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| // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
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| // and it might be difficult to step out of those boundaries.
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| 
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| // Implemented features:
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| //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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| //  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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| //  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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| //  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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| 
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| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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| // Learn about Dear ImGui:
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| // - FAQ                  https://dearimgui.com/faq
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| // - Getting Started      https://dearimgui.com/getting-started
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| // - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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| // - Introduction, links and more at the top of imgui.cpp
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| 
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| #pragma once
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| #ifndef IMGUI_DISABLE
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| #include "imgui.h"      // IMGUI_IMPL_API
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| 
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| struct SDL_Renderer;
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| 
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| // Follow "Getting Started" link and check examples/ folder to learn about using backends!
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| IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_Shutdown();
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_NewFrame();
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
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| 
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| // Called by Init/NewFrame/Shutdown
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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| 
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| // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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| IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
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| 
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| // [BETA] Selected render state data shared with callbacks.
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| // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
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| // (Please open an issue if you feel you need access to more data)
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| struct ImGui_ImplSDLRenderer2_RenderState
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| {
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|     SDL_Renderer*       Renderer;
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| };
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| 
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| #endif // #ifndef IMGUI_DISABLE
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