ScummVM API documentation
imgui_impl_sdlrenderer2.h
1 // dear imgui: Renderer Backend for SDL_Renderer for SDL2
2 // (Requires: SDL 2.0.17+)
3 
4 // Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
5 // For a multi-platform app consider using other technologies:
6 // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
7 // - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
8 // If your application wants to render any non trivial amount of graphics other than UI,
9 // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
10 // and it might be difficult to step out of those boundaries.
11 
12 // Implemented features:
13 // [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
14 // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
15 // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
16 // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
17 // Missing features:
18 // [ ] Renderer: Multi-viewport support (multiple windows).
19 
20 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
21 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
22 // Learn about Dear ImGui:
23 // - FAQ https://dearimgui.com/faq
24 // - Getting Started https://dearimgui.com/getting-started
25 // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
26 // - Introduction, links and more at the top of imgui.cpp
27 
28 #pragma once
29 #include "backends/imgui/imgui.h" // IMGUI_IMPL_API
30 #ifndef IMGUI_DISABLE
31 
32 struct SDL_Renderer;
33 
34 // Follow "Getting Started" link and check examples/ folder to learn about using backends!
35 IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
36 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
37 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
38 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
39 
40 // Called by Init/NewFrame/Shutdown
41 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects();
42 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
43 
44 // (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
45 IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);
46 
47 // [BETA] Selected render state data shared with callbacks.
48 // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
49 // (Please open an issue if you feel you need access to more data)
51 {
52  SDL_Renderer* Renderer;
53 };
54 
55 #endif // #ifndef IMGUI_DISABLE
Definition: imgui.h:3544
Definition: imgui_impl_sdlrenderer2.h:50
Definition: imgui.h:3481