// dear imgui: Renderer Backend for SDL_Renderer for SDL3 // (Requires: SDL 3.0.0+) // Note how SDL_Renderer is an _optional_ component of SDL3. // 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 currently offers a limited graphic API to the end-user and // it might be difficult to step out of those boundaries. // 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 #ifndef IMGUI_DISABLE struct SDL_Renderer; IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); #endif // #ifndef IMGUI_DISABLE