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29 lines
1.4 KiB
29 lines
1.4 KiB
// 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. |
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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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// 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: Support for large meshes (64k+ vertices) with 16-bit indices. |
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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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