diff --git a/examples/example_sdl3_directx11/build_win32.bat b/examples/example_sdl3_directx11/build_win32.bat
new file mode 100644
index 000000000..b84b01f1a
--- /dev/null
+++ b/examples/example_sdl3_directx11/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_sdl3_directx11
+@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp
+@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
diff --git a/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
new file mode 100644
index 000000000..340901c3d
--- /dev/null
+++ b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj
@@ -0,0 +1,187 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}
+ example_sdl3_directx11
+ 8.1
+ example_sdl3_directx11
+
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+ Application
+ false
+ true
+ MultiByte
+ v140
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+ $(IncludePath)
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+ SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)
+ SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ Console
+ msvcrt.lib
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)
+ false
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+ SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include;%(AdditionalIncludeDirectories)
+ false
+ /utf-8 %(AdditionalOptions)
+
+
+ true
+ true
+ true
+ %SDL3_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)
+ SDL3.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ Console
+
+
+
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+
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+
+
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+
+
+
+
+
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+
+
\ No newline at end of file
diff --git a/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters
new file mode 100644
index 000000000..0579b7a64
--- /dev/null
+++ b/examples/example_sdl3_directx11/example_sdl3_directx11.vcxproj.filters
@@ -0,0 +1,63 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+
\ No newline at end of file
diff --git a/examples/example_sdl3_directx11/main.cpp b/examples/example_sdl3_directx11/main.cpp
new file mode 100644
index 000000000..a604e3076
--- /dev/null
+++ b/examples/example_sdl3_directx11/main.cpp
@@ -0,0 +1,253 @@
+// Dear ImGui: standalone example application for SDL3 + DirectX 11
+// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
+
+// Learn about Dear ImGui:
+// - FAQ https://dearimgui.com/faq
+// - Getting Started https://dearimgui.com/getting-started
+// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
+// - Introduction, links and more at the top of imgui.cpp
+
+#include "imgui.h"
+#include "imgui_impl_sdl3.h"
+#include "imgui_impl_dx11.h"
+#include
+#include
+#include
+
+// Data
+static ID3D11Device* g_pd3dDevice = nullptr;
+static ID3D11DeviceContext* g_pd3dDeviceContext = nullptr;
+static IDXGISwapChain* g_pSwapChain = nullptr;
+static ID3D11RenderTargetView* g_mainRenderTargetView = nullptr;
+
+// Forward declarations of helper functions
+bool CreateDeviceD3D(HWND hWnd);
+void CleanupDeviceD3D();
+void CreateRenderTarget();
+void CleanupRenderTarget();
+
+// Main code
+int main(int, char**)
+{
+ // Setup SDL
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
+ if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
+ {
+ printf("Error: SDL_Init(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ // Setup window
+ float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
+ SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
+ SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+DirectX11 example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
+ if (window == nullptr)
+ {
+ printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
+ return -1;
+ }
+
+ SDL_PropertiesID props = SDL_GetWindowProperties(window);
+ HWND hwnd = (HWND)SDL_GetPointerProperty(props, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
+
+ // Initialize Direct3D
+ if (!CreateDeviceD3D(hwnd))
+ {
+ CleanupDeviceD3D();
+ return 1;
+ }
+
+ SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
+ SDL_ShowWindow(window);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsLight();
+
+ // Setup scaling
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
+ style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
+
+ // Setup Platform/Renderer backends
+ ImGui_ImplSDL3_InitForD3D(window);
+ ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
+ // - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //style.FontSizeBase = 20.0f;
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
+ //IM_ASSERT(font != nullptr);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ bool done = false;
+ while (!done)
+ {
+ // Poll and handle events (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ ImGui_ImplSDL3_ProcessEvent(&event);
+ if (event.type == SDL_EVENT_QUIT)
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
+ done = true;
+ if (event.type == SDL_EVENT_WINDOW_RESIZED && event.window.windowID == SDL_GetWindowID(window))
+ {
+ // Release all outstanding references to the swap chain's buffers before resizing.
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ }
+ }
+
+ // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
+ if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
+ {
+ SDL_Delay(10);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplDX11_NewFrame();
+ ImGui_ImplSDL3_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, nullptr);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
+ ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
+
+ g_pSwapChain->Present(1, 0); // Present with vsync
+ //g_pSwapChain->Present(0, 0); // Present without vsync
+ }
+
+ // Cleanup
+ ImGui_ImplDX11_Shutdown();
+ ImGui_ImplSDL3_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceD3D();
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+
+ return 0;
+}
+
+// Helper functions to use DirectX11
+bool CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+
+ UINT createDeviceFlags = 0;
+ //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
+ if (D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+ return false;
+
+ CreateRenderTarget();
+ return true;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = nullptr; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = nullptr; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
+}
+
+void CreateRenderTarget()
+{
+ ID3D11Texture2D* pBackBuffer;
+ g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_mainRenderTargetView);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = nullptr; }
+}
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index cf1c5ad50..8ad1a2566 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -39,6 +39,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "exa
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlgpu3", "example_sdl3_sdlgpu3\example_sdl3_sdlgpu3.vcxproj", "{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_directx11", "example_sdl3_directx11\example_sdl3_directx11.vcxproj", "{009DAC16-1A9C-47BE-9770-A30A046E8090}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -191,6 +193,14 @@ Global
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|Win32.Build.0 = Release|Win32
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.ActiveCfg = Release|x64
{C22CB6F8-39A5-4DDA-90ED-4ACA4E81E1E5}.Release|x64.Build.0 = Release|x64
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.ActiveCfg = Debug|Win32
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|Win32.Build.0 = Debug|Win32
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.ActiveCfg = Debug|x64
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Debug|x64.Build.0 = Debug|x64
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.ActiveCfg = Release|Win32
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|Win32.Build.0 = Release|Win32
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.ActiveCfg = Release|x64
+ {009DAC16-1A9C-47BE-9770-A30A046E8090}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE