From 8b0af7fddcba41d2c091b6752451ed9082af777e Mon Sep 17 00:00:00 2001 From: ocornut Date: Mon, 20 Jan 2025 14:30:40 +0100 Subject: [PATCH] Backends: SDL: update comments regarding API stability, regarding SDL_GPU and SDL_Renderer. --- backends/imgui_impl_sdl3.cpp | 6 ++---- backends/imgui_impl_sdl3.h | 6 ++---- backends/imgui_impl_sdlrenderer2.cpp | 12 +++++++----- backends/imgui_impl_sdlrenderer2.h | 12 +++++++----- backends/imgui_impl_sdlrenderer3.cpp | 16 ++++++++-------- backends/imgui_impl_sdlrenderer3.h | 16 ++++++++-------- 6 files changed, 34 insertions(+), 34 deletions(-) diff --git a/backends/imgui_impl_sdl3.cpp b/backends/imgui_impl_sdl3.cpp index b8e4dec5e..eb0eef89f 100644 --- a/backends/imgui_impl_sdl3.cpp +++ b/backends/imgui_impl_sdl3.cpp @@ -1,9 +1,7 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. diff --git a/backends/imgui_impl_sdl3.h b/backends/imgui_impl_sdl3.h index ff0e2aed3..5b8973738 100644 --- a/backends/imgui_impl_sdl3.h +++ b/backends/imgui_impl_sdl3.h @@ -1,9 +1,7 @@ -// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*) -// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) // (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - // Implemented features: // [X] Platform: Clipboard support. // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index fcc6d5dd3..8245854c2 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -1,11 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index 7aed18d21..a0337d314 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -1,11 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL2 // (Requires: SDL 2.0.17+) -// Note how SDL_Renderer is an _optional_ component of SDL2. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 0cede09be..99253d964 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -1,13 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index 3a7a51ee5..3473bcc77 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -1,13 +1,13 @@ // dear imgui: Renderer Backend for SDL_Renderer for SDL3 -// (Requires: SDL 3.0.0+) +// (Requires: SDL 3.1.8+) -// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**) - -// Note how SDL_Renderer is an _optional_ component of SDL3. -// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. -// If your application will want to render any non trivial amount of graphics other than UI, -// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and -// it might be difficult to step out of those boundaries. +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!