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# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_glfw.cpp # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl2.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_vulkan.cpp # backends/imgui_impl_win32.cpp
34 lines
1.5 KiB
C
34 lines
1.5 KiB
C
// dear imgui: Renderer Backend for SDL_Renderer for SDL2
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// (Requires: SDL 2.0.17+)
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// Note how SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want 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 and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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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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struct SDL_Renderer;
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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);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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#endif // #ifndef IMGUI_DISABLE
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