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# Conflicts: # backends/imgui_impl_win32.cpp # imgui.cpp # imgui.h # imgui_demo.cpp # imgui_internal.h
29 lines
1.3 KiB
C
29 lines
1.3 KiB
C
// dear imgui: Renderer Backend for SDL_Renderer
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
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// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
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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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// 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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// Missing features:
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// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// [ ] Renderer: Multi-viewport support (multiple windows).
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#pragma once
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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_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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// 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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