diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp
index 629bbf7d..40e8d9c0 100644
--- a/backends/imgui_impl_sdlrenderer3.cpp
+++ b/backends/imgui_impl_sdlrenderer3.cpp
@@ -1,12 +1,11 @@
-// dear imgui: Renderer Backend for SDL_Renderer
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
// (Requires: SDL 3.0.0+)
-// Important to understand: SDL_Renderer is an _optional_ component of SDL.
+// 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 offers a limited graphic API to the end-user and it might
-// be difficult to step out of those boundaries.
-// However, we understand it is a convenient choice to get an app started easily.
+// 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!
@@ -17,6 +16,7 @@
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
+// 2023-05-30: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer3.h"
@@ -39,31 +39,31 @@
#endif
// SDL_Renderer data
-struct ImGui_ImplSDLRenderer_Data
+struct ImGui_ImplSDLRenderer3_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
- ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
+ ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
-static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
+static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
{
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
-bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
+bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
- ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
+ ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlrenderer";
+ io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer;
@@ -71,22 +71,23 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
return true;
}
-void ImGui_ImplSDLRenderer_Shutdown()
+void ImGui_ImplSDLRenderer3_Shutdown()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+ ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
+ io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
-static void ImGui_ImplSDLRenderer_SetupRenderState()
+static void ImGui_ImplSDLRenderer3_SetupRenderState()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
@@ -94,18 +95,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
}
-void ImGui_ImplSDLRenderer_NewFrame()
+void ImGui_ImplSDLRenderer3_NewFrame()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
- IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
if (!bd->FontTexture)
- ImGui_ImplSDLRenderer_CreateDeviceObjects();
+ ImGui_ImplSDLRenderer3_CreateDeviceObjects();
}
-void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
@@ -140,7 +141,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
ImVec2 clip_scale = render_scale;
// Render command lists
- ImGui_ImplSDLRenderer_SetupRenderState();
+ ImGui_ImplSDLRenderer3_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -155,7 +156,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplSDLRenderer_SetupRenderState();
+ ImGui_ImplSDLRenderer3_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
@@ -200,10 +201,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
}
// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer_CreateFontsTexture()
+bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Build texture atlas
unsigned char* pixels;
@@ -228,10 +229,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
return true;
}
-void ImGui_ImplSDLRenderer_DestroyFontsTexture()
+void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
@@ -240,14 +241,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
}
}
-bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
+bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
{
- return ImGui_ImplSDLRenderer_CreateFontsTexture();
+ return ImGui_ImplSDLRenderer3_CreateFontsTexture();
}
-void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
{
- ImGui_ImplSDLRenderer_DestroyFontsTexture();
+ ImGui_ImplSDLRenderer3_DestroyFontsTexture();
}
#if defined(__clang__)
diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h
index de1eff65..7f19d48c 100644
--- a/backends/imgui_impl_sdlrenderer3.h
+++ b/backends/imgui_impl_sdlrenderer3.h
@@ -1,12 +1,11 @@
-// dear imgui: Renderer Backend for SDL_Renderer
-// (Requires: SDL 2.0.17+)
+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
-// Important to understand: SDL_Renderer is an _optional_ component of SDL.
+// 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 offers a limited graphic API to the end-user and it might
-// be difficult to step out of those boundaries.
-// However, we understand it is a convenient choice to get an app started easily.
+// 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!
@@ -17,13 +16,13 @@
struct SDL_Renderer;
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
-IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
-IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
diff --git a/docs/BACKENDS.md b/docs/BACKENDS.md
index a044966b..2b4a4fbe 100644
--- a/docs/BACKENDS.md
+++ b/docs/BACKENDS.md
@@ -76,7 +76,8 @@ List of Renderer Backends:
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
- imgui_impl_sdlrenderer2.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
+ imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
+ imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU
diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt
index 5912b7e1..2532c810 100644
--- a/docs/CHANGELOG.txt
+++ b/docs/CHANGELOG.txt
@@ -87,11 +87,13 @@ Other changes:
by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
+- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
+- Examples: Added SDL3+SDL_Renderer example. (#6286)
- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
diff --git a/docs/README.md b/docs/README.md
index c16c46f6..2b2a02ad 100644
--- a/docs/README.md
+++ b/docs/README.md
@@ -120,7 +120,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
Officially maintained backends/bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
-- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
+- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
- Frameworks: Allegro5, Emscripten.
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp
index 3f927bef..d6dde241 100644
--- a/examples/example_sdl2_sdlrenderer2/main.cpp
+++ b/examples/example_sdl2_sdlrenderer2/main.cpp
@@ -3,8 +3,7 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
-// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
-// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness.
+// Important to understand: 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.
#include "imgui.h"
diff --git a/examples/example_sdl3_sdlrenderer3/Makefile b/examples/example_sdl3_sdlrenderer3/Makefile
new file mode 100644
index 00000000..d0a73bf1
--- /dev/null
+++ b/examples/example_sdl3_sdlrenderer3/Makefile
@@ -0,0 +1,73 @@
+#
+# Cross Platform Makefile
+# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
+#
+# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
+
+#CXX = g++
+#CXX = clang++
+
+EXE = example_sdl3_sdlrenderer3
+IMGUI_DIR = ../..
+SOURCES = main.cpp
+SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
+SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
+OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
+UNAME_S := $(shell uname -s)
+LINUX_GL_LIBS = -lGL
+
+CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
+CXXFLAGS += -g -Wall -Wformat
+LIBS =
+
+##---------------------------------------------------------------------
+## BUILD FLAGS PER PLATFORM
+##---------------------------------------------------------------------
+
+ifeq ($(UNAME_S), Linux) #LINUX
+ ECHO_MESSAGE = "Linux"
+ LIBS += -ldl `sdl3-config --libs`
+
+ CXXFLAGS += `sdl3-config --cflags`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(UNAME_S), Darwin) #APPLE
+ ECHO_MESSAGE = "Mac OS X"
+ LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
+ LIBS += -L/usr/local/lib -L/opt/local/lib
+
+ CXXFLAGS += `sdl3-config --cflags`
+ CXXFLAGS += -I/usr/local/include -I/opt/local/include
+ CFLAGS = $(CXXFLAGS)
+endif
+
+ifeq ($(OS), Windows_NT)
+ ECHO_MESSAGE = "MinGW"
+ LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
+
+ CXXFLAGS += `pkg-config --cflags sdl3`
+ CFLAGS = $(CXXFLAGS)
+endif
+
+##---------------------------------------------------------------------
+## BUILD RULES
+##---------------------------------------------------------------------
+
+%.o:%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+%.o:$(IMGUI_DIR)/backends/%.cpp
+ $(CXX) $(CXXFLAGS) -c -o $@ $<
+
+all: $(EXE)
+ @echo Build complete for $(ECHO_MESSAGE)
+
+$(EXE): $(OBJS)
+ $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
+
+clean:
+ rm -f $(EXE) $(OBJS)
diff --git a/examples/example_sdl3_sdlrenderer3/build_win32.bat b/examples/example_sdl3_sdlrenderer3/build_win32.bat
new file mode 100644
index 00000000..7bc131a6
--- /dev/null
+++ b/examples/example_sdl3_sdlrenderer3/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_sdlrenderer3
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj b/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
new file mode 100644
index 00000000..8b71324c
--- /dev/null
+++ b/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj
@@ -0,0 +1,186 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}
+ example_sdl3_opengl3
+ 8.1
+
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)
+ opengl32.lib;SDL3.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)
+ opengl32.lib;SDL3.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ false
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)
+ opengl32.lib;SDL3.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)
+ false
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)
+ opengl32.lib;SDL3.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters b/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
new file mode 100644
index 00000000..c41210d6
--- /dev/null
+++ b/examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3.vcxproj.filters
@@ -0,0 +1,64 @@
+
+
+
+
+ {20b90ce4-7fcb-4731-b9a0-075f875de82d}
+
+
+ {f18ab499-84e1-499f-8eff-9754361e0e52}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp
new file mode 100644
index 00000000..0aab548a
--- /dev/null
+++ b/examples/example_sdl3_sdlrenderer3/main.cpp
@@ -0,0 +1,174 @@
+// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// Important to understand: 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.
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_sdlrenderer3.h"
+#include
+#include
+#if defined(IMGUI_IMPL_OPENGL_ES2)
+#include
+#else
+#include
+#endif
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Enable native IME.
+ SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
+
+ // Create window with SDL_Renderer graphics context
+ SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+ SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
+ if (renderer == nullptr)
+ {
+ SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
+ return -1;
+}
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
+ ImGui_ImplSDLRenderer3_Init(renderer);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!done)
+#endif
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplSDLRenderer3_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
+ SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
+ SDL_RenderClear(renderer);
+ ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
+ SDL_RenderPresent(renderer);
+ }
+
+ // Cleanup
+ ImGui_ImplSDLRenderer3_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ SDL_DestroyRenderer(renderer);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}