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mirror of https://github.com/ocornut/imgui.git synced 2025-02-02 12:37:20 +01:00

Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency. (#8163, #7998, #7988)

This commit is contained in:
ocornut 2025-01-09 17:07:53 +01:00
parent e799849272
commit 596e09770d
4 changed files with 9 additions and 1 deletions

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@ -531,6 +531,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
}
bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
}
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
{
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);

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@ -35,6 +35,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();

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@ -69,6 +69,8 @@ Other changes:
- Misc: Fixed misc/cpp/imgui_stdlib.h/.cpp not supporting IMGUI_DISABLE. (#8294) [@juur]
- Misc: Fixed MinGW builds uses UTF-8 friendly _wfopen(). (#8300)
- Backends: SDL_GPU for SDL3: Added backend for SDL_GPU! (#8163, #7998, #7988) [@DeltaW0x].
- Backends: SDL3: Added ImGui_ImplSDL3_InitForSDLGPU() for consistency, even
though it is currently not doing anything particular. (#8163, #7998, #7988)
- Backends: Allegro5: Avoid calling al_set_mouse_cursor() repeatedly since it appears
to leak on on X11 (#8256). [@Helodity]
- Backends: Metal: Fixed leaks when using metal-cpp. (#8276, #8166) [@selimsandal]

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@ -67,7 +67,7 @@ int main(int, char**)
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOther(window);
ImGui_ImplSDL3_InitForSDLGPU(window);
ImGui_ImplSDLGPU3_InitInfo init_info = {};
init_info.GpuDevice = gpu_device;
init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);