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https://github.com/ocornut/imgui.git
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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_dx12.cpp # backends/imgui_impl_dx9.cpp # backends/imgui_impl_metal.h # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl2.cpp # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_sdl3.cpp # backends/imgui_impl_sdlgpu3.cpp # backends/imgui_impl_sdlrenderer2.cpp # backends/imgui_impl_sdlrenderer2.h # backends/imgui_impl_vulkan.cpp # imgui.cpp
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@@ -14,8 +14,9 @@
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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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// Missing features:
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// Missing features or Issues:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering.
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// You can 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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@@ -27,6 +28,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378)
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// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295)
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// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown.
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
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@@ -90,6 +92,9 @@ void ImGui_ImplSDLRenderer2_NewFrame()
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IM_UNUSED(bd);
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}
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// Draw callbacks
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static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way.
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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// If there's a scale factor set by the user, use that instead
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@@ -152,8 +157,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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if (pcmd->UserCallback)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState)
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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else
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pcmd->UserCallback(draw_list, pcmd);
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@@ -275,6 +279,9 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState;
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bd->Renderer = renderer;
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return true;
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