// dear imgui: Renderer Backend for SDL_Renderer // (Requires: SDL 2.0.17+) // Important to understand: SDL_Renderer is an _optional_ component of SDL. // 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. // Implemented features: // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). #pragma once #include "imgui.h" // IMGUI_IMPL_API struct SDL_Renderer; IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer_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();