73 lines
3.8 KiB
C
73 lines
3.8 KiB
C
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// Auto-generated forward declarations for C header
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typedef struct ImGui_ImplSDLRenderer3_RenderState_t ImGui_ImplSDLRenderer3_RenderState;
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif // #ifndef ImDrawIdx
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// (Requires: SDL 3.1.8+)
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// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
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// For a multi-platform app consider using other technologies:
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// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
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// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
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// If your application wants to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
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// and it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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#include "dcimgui.h"
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#ifndef IMGUI_DISABLE
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typedef struct SDL_Renderer SDL_Renderer;
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typedef struct ImDrawData_t ImDrawData;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_Shutdown(void);
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_NewFrame(void);
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
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// Called by Init/NewFrame/Shutdown
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_CreateDeviceObjects(void);
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_DestroyDeviceObjects(void);
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// (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.
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CIMGUI_IMPL_API void cImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLRenderer3_RenderState_t
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{
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SDL_Renderer* Renderer;
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};
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#endif// #ifndef IMGUI_DISABLE
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#ifdef __cplusplus
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} // End of extern "C" block
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#endif
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