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https://github.com/Drezil/imgui.git
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Backends: SDLRenderer3: Amend/finish SDL_Renderer3 patch + add example. (#6286)
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@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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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 offers a limited graphic API to the end-user and it might
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// be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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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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@ -17,6 +16,7 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2023-05-30: Initial version.
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#include "imgui.h"
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#include "imgui_impl_sdlrenderer3.h"
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@ -39,31 +39,31 @@
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer_Data
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struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* SDLRenderer;
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SDL_Texture* FontTexture;
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ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
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static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlrenderer";
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io.BackendRendererName = "imgui_impl_sdlrenderer3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer;
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@ -71,22 +71,23 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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return true;
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}
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void ImGui_ImplSDLRenderer_Shutdown()
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void ImGui_ImplSDLRenderer3_Shutdown()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer_SetupRenderState()
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static void ImGui_ImplSDLRenderer3_SetupRenderState()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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@ -94,18 +95,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
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SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
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}
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void ImGui_ImplSDLRenderer_NewFrame()
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void ImGui_ImplSDLRenderer3_NewFrame()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer_CreateDeviceObjects();
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ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// If there's a scale factor set by the user, use that instead
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// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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@ -140,7 +141,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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ImVec2 clip_scale = render_scale;
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// Render command lists
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ImGui_ImplSDLRenderer_SetupRenderState();
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ImGui_ImplSDLRenderer3_SetupRenderState();
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -155,7 +156,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplSDLRenderer_SetupRenderState();
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ImGui_ImplSDLRenderer3_SetupRenderState();
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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@ -200,10 +201,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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}
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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@ -228,10 +229,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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return true;
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}
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void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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if (bd->FontTexture)
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{
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io.Fonts->SetTexID(0);
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@ -240,14 +241,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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}
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}
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bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
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bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
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{
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return ImGui_ImplSDLRenderer_CreateFontsTexture();
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return ImGui_ImplSDLRenderer3_CreateFontsTexture();
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}
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void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
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{
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ImGui_ImplSDLRenderer_DestroyFontsTexture();
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ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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}
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#if defined(__clang__)
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@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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// (Requires: SDL 2.0.17+)
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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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 offers a limited graphic API to the end-user and it might
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// be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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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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@ -17,13 +16,13 @@
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struct SDL_Renderer;
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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