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	Backends: SDLRenderer3: Amend/finish SDL_Renderer3 patch + add example. (#6286)
This commit is contained in:
		@@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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					// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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					// (Requires: SDL 3.0.0+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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					// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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					// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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					// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
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					// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// be difficult to step out of those boundaries.
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					// it might be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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// Implemented features:
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					// Implemented features:
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//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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					//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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@@ -17,6 +16,7 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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					// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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					// CHANGELOG
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					//  2023-05-30: Initial version.
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#include "imgui.h"
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					#include "imgui.h"
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#include "imgui_impl_sdlrenderer3.h"
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					#include "imgui_impl_sdlrenderer3.h"
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@@ -39,31 +39,31 @@
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#endif
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					#endif
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// SDL_Renderer data
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					// SDL_Renderer data
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struct ImGui_ImplSDLRenderer_Data
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					struct ImGui_ImplSDLRenderer3_Data
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{
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					{
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    SDL_Renderer*   SDLRenderer;
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					    SDL_Renderer*   SDLRenderer;
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    SDL_Texture*    FontTexture;
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					    SDL_Texture*    FontTexture;
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    ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
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					    ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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					};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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					// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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					// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
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					static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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{
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					{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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					    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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					}
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// Functions
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					// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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					bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
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{
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					{
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    ImGuiIO& io = ImGui::GetIO();
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					    ImGuiIO& io = ImGui::GetIO();
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    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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					    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
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					    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
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    // Setup backend capabilities flags
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					    // Setup backend capabilities flags
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    ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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					    ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
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    io.BackendRendererUserData = (void*)bd;
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					    io.BackendRendererUserData = (void*)bd;
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    io.BackendRendererName = "imgui_impl_sdlrenderer";
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					    io.BackendRendererName = "imgui_impl_sdlrenderer3";
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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_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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    bd->SDLRenderer = renderer;
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					    bd->SDLRenderer = renderer;
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@@ -71,22 +71,23 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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    return true;
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					    return true;
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}
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					}
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void ImGui_ImplSDLRenderer_Shutdown()
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					void ImGui_ImplSDLRenderer3_Shutdown()
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{
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					{
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    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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					    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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					    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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    ImGuiIO& io = ImGui::GetIO();
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					    ImGuiIO& io = ImGui::GetIO();
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    ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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					    ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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    io.BackendRendererName = nullptr;
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					    io.BackendRendererName = nullptr;
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    io.BackendRendererUserData = nullptr;
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					    io.BackendRendererUserData = nullptr;
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					    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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    IM_DELETE(bd);
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					    IM_DELETE(bd);
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}
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					}
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static void ImGui_ImplSDLRenderer_SetupRenderState()
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					static void ImGui_ImplSDLRenderer3_SetupRenderState()
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{
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					{
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	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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						ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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	// Clear out any viewports and cliprect set by the user
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						// Clear out any viewports and cliprect set by the user
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    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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					    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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@@ -94,18 +95,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
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	SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
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						SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
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}
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					}
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void ImGui_ImplSDLRenderer_NewFrame()
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					void ImGui_ImplSDLRenderer3_NewFrame()
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{
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					{
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    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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					    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
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					    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
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    if (!bd->FontTexture)
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					    if (!bd->FontTexture)
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        ImGui_ImplSDLRenderer_CreateDeviceObjects();
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					        ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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					}
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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					void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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{
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					{
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	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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						ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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	// If there's a scale factor set by the user, use that instead
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						// If there's a scale factor set by the user, use that instead
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    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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					    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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@@ -140,7 +141,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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	ImVec2 clip_scale = render_scale;
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						ImVec2 clip_scale = render_scale;
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    // Render command lists
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					    // Render command lists
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    ImGui_ImplSDLRenderer_SetupRenderState();
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					    ImGui_ImplSDLRenderer3_SetupRenderState();
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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					    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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					    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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					        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@@ -155,7 +156,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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                // User callback, registered via ImDrawList::AddCallback()
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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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					                // (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 == ImDrawCallback_ResetRenderState)
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                    ImGui_ImplSDLRenderer_SetupRenderState();
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					                    ImGui_ImplSDLRenderer3_SetupRenderState();
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                else
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					                else
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                    pcmd->UserCallback(cmd_list, pcmd);
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					                    pcmd->UserCallback(cmd_list, pcmd);
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            }
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					            }
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@@ -200,10 +201,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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}
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					}
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// Called by Init/NewFrame/Shutdown
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					// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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					bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
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{
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					{
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    ImGuiIO& io = ImGui::GetIO();
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					    ImGuiIO& io = ImGui::GetIO();
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    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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					    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    // Build texture atlas
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					    // Build texture atlas
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    unsigned char* pixels;
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					    unsigned char* pixels;
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@@ -228,10 +229,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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    return true;
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					    return true;
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}
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					}
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void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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					void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
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{
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					{
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    ImGuiIO& io = ImGui::GetIO();
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					    ImGuiIO& io = ImGui::GetIO();
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    ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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					    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    if (bd->FontTexture)
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					    if (bd->FontTexture)
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    {
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					    {
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        io.Fonts->SetTexID(0);
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					        io.Fonts->SetTexID(0);
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@@ -240,14 +241,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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    }
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					    }
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}
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					}
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bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
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					bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
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{
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					{
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    return ImGui_ImplSDLRenderer_CreateFontsTexture();
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					    return ImGui_ImplSDLRenderer3_CreateFontsTexture();
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}
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					}
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void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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					void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
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{
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					{
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    ImGui_ImplSDLRenderer_DestroyFontsTexture();
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					    ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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}
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					}
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#if defined(__clang__)
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					#if defined(__clang__)
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@@ -1,12 +1,11 @@
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// dear imgui: Renderer Backend for SDL_Renderer
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					// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 2.0.17+)
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					// (Requires: SDL 3.0.0+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
 | 
					// 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.
 | 
					// 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,
 | 
					// 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
 | 
					// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
 | 
				
			||||||
// be difficult to step out of those boundaries.
 | 
					// 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:
 | 
					// Implemented features:
 | 
				
			||||||
//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
 | 
					//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
 | 
				
			||||||
@@ -17,13 +16,13 @@
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struct SDL_Renderer;
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					struct SDL_Renderer;
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IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_Shutdown();
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					IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();
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IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_NewFrame();
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();
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			||||||
IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Called by Init/NewFrame/Shutdown
 | 
					// Called by Init/NewFrame/Shutdown
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			||||||
IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateFontsTexture();
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateFontsTexture();
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			||||||
IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyFontsTexture();
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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			||||||
IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateDeviceObjects();
 | 
					IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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			||||||
IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyDeviceObjects();
 | 
					IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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			||||||
 
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@@ -77,6 +77,7 @@ List of Renderer Backends:
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			|||||||
    imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
 | 
					    imgui_impl_opengl2.cpp    ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
 | 
				
			||||||
    imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
 | 
					    imgui_impl_opengl3.cpp    ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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			||||||
    imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
 | 
					    imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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			||||||
 | 
					    imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3 available from SDL 3.0.0+)
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			||||||
    imgui_impl_vulkan.cpp     ; Vulkan
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					    imgui_impl_vulkan.cpp     ; Vulkan
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			||||||
    imgui_impl_wgpu.cpp       ; WebGPU
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					    imgui_impl_wgpu.cpp       ; WebGPU
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@@ -87,11 +87,13 @@ Other changes:
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			|||||||
  by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
 | 
					  by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
 | 
				
			||||||
- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
 | 
					- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
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			||||||
- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
 | 
					- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
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			||||||
 | 
					- Backends: SDLRenderer3: Added SDL_Renderer for SDL3 backend. (#6286) [@Carcons, @ocornut]
 | 
				
			||||||
- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
 | 
					- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
 | 
				
			||||||
  provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
 | 
					  provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
 | 
				
			||||||
- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
 | 
					- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
 | 
				
			||||||
- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
 | 
					- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
 | 
				
			||||||
  as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
 | 
					  as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
 | 
				
			||||||
 | 
					- Examples: Added SDL3+SDL_Renderer example. (#6286)
 | 
				
			||||||
- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
 | 
					- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -120,7 +120,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
Officially maintained backends/bindings (in repository):
 | 
					Officially maintained backends/bindings (in repository):
 | 
				
			||||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
 | 
					- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
 | 
				
			||||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
 | 
					- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
 | 
				
			||||||
- Frameworks: Allegro5, Emscripten.
 | 
					- Frameworks: Allegro5, Emscripten.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
 | 
					[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -3,8 +3,7 @@
 | 
				
			|||||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
				
			||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
					// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
 | 
					// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
 | 
				
			||||||
// because it provides a rather limited API to the end-user. We provide this backend for the sake of completeness.
 | 
					 | 
				
			||||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
 | 
					// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#include "imgui.h"
 | 
					#include "imgui.h"
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										73
									
								
								examples/example_sdl3_sdlrenderer3/Makefile
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										73
									
								
								examples/example_sdl3_sdlrenderer3/Makefile
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,73 @@
 | 
				
			|||||||
 | 
					#
 | 
				
			||||||
 | 
					# Cross Platform Makefile
 | 
				
			||||||
 | 
					# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
 | 
				
			||||||
 | 
					#
 | 
				
			||||||
 | 
					# You will need SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#CXX = g++
 | 
				
			||||||
 | 
					#CXX = clang++
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					EXE = example_sdl3_sdlrenderer3
 | 
				
			||||||
 | 
					IMGUI_DIR = ../..
 | 
				
			||||||
 | 
					SOURCES = main.cpp
 | 
				
			||||||
 | 
					SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
 | 
				
			||||||
 | 
					SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
 | 
				
			||||||
 | 
					OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
 | 
				
			||||||
 | 
					UNAME_S := $(shell uname -s)
 | 
				
			||||||
 | 
					LINUX_GL_LIBS = -lGL
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
 | 
				
			||||||
 | 
					CXXFLAGS += -g -Wall -Wformat
 | 
				
			||||||
 | 
					LIBS =
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
 | 
					## BUILD FLAGS PER PLATFORM
 | 
				
			||||||
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ifeq ($(UNAME_S), Linux) #LINUX
 | 
				
			||||||
 | 
						ECHO_MESSAGE = "Linux"
 | 
				
			||||||
 | 
						LIBS += -ldl `sdl3-config --libs`
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						CXXFLAGS += `sdl3-config --cflags`
 | 
				
			||||||
 | 
						CFLAGS = $(CXXFLAGS)
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ifeq ($(UNAME_S), Darwin) #APPLE
 | 
				
			||||||
 | 
						ECHO_MESSAGE = "Mac OS X"
 | 
				
			||||||
 | 
						LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl3-config --libs`
 | 
				
			||||||
 | 
						LIBS += -L/usr/local/lib -L/opt/local/lib
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						CXXFLAGS += `sdl3-config --cflags`
 | 
				
			||||||
 | 
						CXXFLAGS += -I/usr/local/include -I/opt/local/include
 | 
				
			||||||
 | 
						CFLAGS = $(CXXFLAGS)
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ifeq ($(OS), Windows_NT)
 | 
				
			||||||
 | 
					    ECHO_MESSAGE = "MinGW"
 | 
				
			||||||
 | 
					    LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl3`
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    CXXFLAGS += `pkg-config --cflags sdl3`
 | 
				
			||||||
 | 
					    CFLAGS = $(CXXFLAGS)
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
 | 
					## BUILD RULES
 | 
				
			||||||
 | 
					##---------------------------------------------------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					%.o:%.cpp
 | 
				
			||||||
 | 
						$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					%.o:$(IMGUI_DIR)/%.cpp
 | 
				
			||||||
 | 
						$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					%.o:$(IMGUI_DIR)/backends/%.cpp
 | 
				
			||||||
 | 
						$(CXX) $(CXXFLAGS) -c -o $@ $<
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					all: $(EXE)
 | 
				
			||||||
 | 
						@echo Build complete for $(ECHO_MESSAGE)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					$(EXE): $(OBJS)
 | 
				
			||||||
 | 
						$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					clean:
 | 
				
			||||||
 | 
						rm -f $(EXE) $(OBJS)
 | 
				
			||||||
							
								
								
									
										8
									
								
								examples/example_sdl3_sdlrenderer3/build_win32.bat
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										8
									
								
								examples/example_sdl3_sdlrenderer3/build_win32.bat
									
									
									
									
									
										Normal file
									
								
							@@ -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_sdlrenderer3
 | 
				
			||||||
 | 
					@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
 | 
				
			||||||
 | 
					@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp
 | 
				
			||||||
 | 
					@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.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
 | 
				
			||||||
@@ -0,0 +1,186 @@
 | 
				
			|||||||
 | 
					<?xml version="1.0" encoding="utf-8"?>
 | 
				
			||||||
 | 
					<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
 | 
				
			||||||
 | 
					  <ItemGroup Label="ProjectConfigurations">
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Debug|Win32">
 | 
				
			||||||
 | 
					      <Configuration>Debug</Configuration>
 | 
				
			||||||
 | 
					      <Platform>Win32</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Debug|x64">
 | 
				
			||||||
 | 
					      <Configuration>Debug</Configuration>
 | 
				
			||||||
 | 
					      <Platform>x64</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Release|Win32">
 | 
				
			||||||
 | 
					      <Configuration>Release</Configuration>
 | 
				
			||||||
 | 
					      <Platform>Win32</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Release|x64">
 | 
				
			||||||
 | 
					      <Configuration>Release</Configuration>
 | 
				
			||||||
 | 
					      <Platform>x64</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Label="Globals">
 | 
				
			||||||
 | 
					    <ProjectGuid>{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}</ProjectGuid>
 | 
				
			||||||
 | 
					    <RootNamespace>example_sdl3_opengl3</RootNamespace>
 | 
				
			||||||
 | 
					    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>true</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <CharacterSet>MultiByte</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v140</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>true</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <CharacterSet>MultiByte</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v140</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>false</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <WholeProgramOptimization>true</WholeProgramOptimization>
 | 
				
			||||||
 | 
					    <CharacterSet>MultiByte</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v140</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>false</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <WholeProgramOptimization>true</WholeProgramOptimization>
 | 
				
			||||||
 | 
					    <CharacterSet>MultiByte</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v140</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
 | 
				
			||||||
 | 
					  <ImportGroup Label="ExtensionSettings">
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Label="UserMacros" />
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
 | 
				
			||||||
 | 
					    <IncludePath>$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
 | 
				
			||||||
 | 
					    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
 | 
				
			||||||
 | 
					    <IncludePath>$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
 | 
				
			||||||
 | 
					    <IncludePath>$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
 | 
				
			||||||
 | 
					    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
 | 
				
			||||||
 | 
					    <IncludePath>$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level4</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>Disabled</Optimization>
 | 
				
			||||||
 | 
					      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
 | 
				
			||||||
 | 
					      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					      <SubSystem>Console</SubSystem>
 | 
				
			||||||
 | 
					      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level4</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>Disabled</Optimization>
 | 
				
			||||||
 | 
					      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
 | 
				
			||||||
 | 
					      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					      <SubSystem>Console</SubSystem>
 | 
				
			||||||
 | 
					      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level4</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>MaxSpeed</Optimization>
 | 
				
			||||||
 | 
					      <FunctionLevelLinking>true</FunctionLevelLinking>
 | 
				
			||||||
 | 
					      <IntrinsicFunctions>true</IntrinsicFunctions>
 | 
				
			||||||
 | 
					      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
 | 
				
			||||||
 | 
					      <BufferSecurityCheck>false</BufferSecurityCheck>
 | 
				
			||||||
 | 
					      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <EnableCOMDATFolding>true</EnableCOMDATFolding>
 | 
				
			||||||
 | 
					      <OptimizeReferences>true</OptimizeReferences>
 | 
				
			||||||
 | 
					      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					      <SubSystem>Console</SubSystem>
 | 
				
			||||||
 | 
					      <IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					      </IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level4</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>MaxSpeed</Optimization>
 | 
				
			||||||
 | 
					      <FunctionLevelLinking>true</FunctionLevelLinking>
 | 
				
			||||||
 | 
					      <IntrinsicFunctions>true</IntrinsicFunctions>
 | 
				
			||||||
 | 
					      <AdditionalIncludeDirectories>..\..;..\..\backends;%SDL3_DIR%\include;$(VcpkgCurrentInstalledDir)include\SDL3;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
 | 
				
			||||||
 | 
					      <BufferSecurityCheck>false</BufferSecurityCheck>
 | 
				
			||||||
 | 
					      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <EnableCOMDATFolding>true</EnableCOMDATFolding>
 | 
				
			||||||
 | 
					      <OptimizeReferences>true</OptimizeReferences>
 | 
				
			||||||
 | 
					      <AdditionalLibraryDirectories>%SDL3_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>opengl32.lib;SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					      <SubSystem>Console</SubSystem>
 | 
				
			||||||
 | 
					      <IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					      </IgnoreSpecificDefaultLibraries>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_demo.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_draw.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_tables.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_widgets.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
 | 
				
			||||||
 | 
					    <ClCompile Include="main.cpp" />
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h" />
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imconfig.h" />
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imgui.h" />
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imgui_internal.h" />
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <None Include="..\..\misc\debuggers\imgui.natstepfilter" />
 | 
				
			||||||
 | 
					    <None Include="..\..\misc\debuggers\imgui.natvis" />
 | 
				
			||||||
 | 
					    <None Include="..\README.txt" />
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
 | 
				
			||||||
 | 
					  <ImportGroup Label="ExtensionTargets">
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					</Project>
 | 
				
			||||||
@@ -0,0 +1,64 @@
 | 
				
			|||||||
 | 
					<?xml version="1.0" encoding="utf-8"?>
 | 
				
			||||||
 | 
					<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <Filter Include="imgui">
 | 
				
			||||||
 | 
					      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
 | 
				
			||||||
 | 
					    </Filter>
 | 
				
			||||||
 | 
					    <Filter Include="sources">
 | 
				
			||||||
 | 
					      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
 | 
				
			||||||
 | 
					      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
 | 
				
			||||||
 | 
					    </Filter>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui.cpp">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_demo.cpp">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_draw.cpp">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="main.cpp">
 | 
				
			||||||
 | 
					      <Filter>sources</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
 | 
				
			||||||
 | 
					      <Filter>sources</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_tables.cpp">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\imgui_widgets.cpp">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <ClCompile Include="..\..\backends\imgui_impl_sdlrenderer3.cpp">
 | 
				
			||||||
 | 
					      <Filter>sources</Filter>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imconfig.h">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClInclude>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imgui.h">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClInclude>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\imgui_internal.h">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </ClInclude>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
 | 
				
			||||||
 | 
					      <Filter>sources</Filter>
 | 
				
			||||||
 | 
					    </ClInclude>
 | 
				
			||||||
 | 
					    <ClInclude Include="..\..\backends\imgui_impl_sdlrenderer3.h">
 | 
				
			||||||
 | 
					      <Filter>sources</Filter>
 | 
				
			||||||
 | 
					    </ClInclude>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <None Include="..\README.txt" />
 | 
				
			||||||
 | 
					    <None Include="..\..\misc\debuggers\imgui.natvis">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </None>
 | 
				
			||||||
 | 
					    <None Include="..\..\misc\debuggers\imgui.natstepfilter">
 | 
				
			||||||
 | 
					      <Filter>imgui</Filter>
 | 
				
			||||||
 | 
					    </None>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					</Project>
 | 
				
			||||||
							
								
								
									
										174
									
								
								examples/example_sdl3_sdlrenderer3/main.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										174
									
								
								examples/example_sdl3_sdlrenderer3/main.cpp
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,174 @@
 | 
				
			|||||||
 | 
					// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
 | 
				
			||||||
 | 
					// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
 | 
				
			||||||
 | 
					// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | 
				
			||||||
 | 
					// Read online: https://github.com/ocornut/imgui/tree/master/docs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Important to understand: 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.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include "imgui.h"
 | 
				
			||||||
 | 
					#include "imgui_impl_sdl3.h"
 | 
				
			||||||
 | 
					#include "imgui_impl_sdlrenderer3.h"
 | 
				
			||||||
 | 
					#include <stdio.h>
 | 
				
			||||||
 | 
					#include <SDL3/SDL.h>
 | 
				
			||||||
 | 
					#if defined(IMGUI_IMPL_OPENGL_ES2)
 | 
				
			||||||
 | 
					#include <SDL3/SDL_opengles2.h>
 | 
				
			||||||
 | 
					#else
 | 
				
			||||||
 | 
					#include <SDL3/SDL_opengl.h>
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Main code
 | 
				
			||||||
 | 
					int main(int, char**)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    // Setup SDL
 | 
				
			||||||
 | 
					    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        printf("Error: SDL_Init(): %s\n", SDL_GetError());
 | 
				
			||||||
 | 
					        return -1;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Enable native IME.
 | 
				
			||||||
 | 
					    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Create window with SDL_Renderer graphics context
 | 
				
			||||||
 | 
					    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN);
 | 
				
			||||||
 | 
					    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags);
 | 
				
			||||||
 | 
					    if (window == nullptr)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
 | 
				
			||||||
 | 
					        return -1;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					    SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
 | 
				
			||||||
 | 
					    if (renderer == nullptr)
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError());
 | 
				
			||||||
 | 
					        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 Platform/Renderer backends
 | 
				
			||||||
 | 
					    ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
 | 
				
			||||||
 | 
					    ImGui_ImplSDLRenderer3_Init(renderer);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // 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).
 | 
				
			||||||
 | 
					    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
 | 
				
			||||||
 | 
					    // - 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.
 | 
				
			||||||
 | 
					    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
 | 
				
			||||||
 | 
					    // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontDefault();
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
 | 
				
			||||||
 | 
					    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
 | 
				
			||||||
 | 
					    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
 | 
				
			||||||
 | 
					    //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;
 | 
				
			||||||
 | 
					#ifdef __EMSCRIPTEN__
 | 
				
			||||||
 | 
					    // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
 | 
				
			||||||
 | 
					    // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
 | 
				
			||||||
 | 
					    io.IniFilename = nullptr;
 | 
				
			||||||
 | 
					    EMSCRIPTEN_MAINLOOP_BEGIN
 | 
				
			||||||
 | 
					#else
 | 
				
			||||||
 | 
					    while (!done)
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					    {
 | 
				
			||||||
 | 
					        // 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.
 | 
				
			||||||
 | 
					        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;
 | 
				
			||||||
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					        // Start the Dear ImGui frame
 | 
				
			||||||
 | 
					        ImGui_ImplSDLRenderer3_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();
 | 
				
			||||||
 | 
					        //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
 | 
				
			||||||
 | 
					        SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
 | 
				
			||||||
 | 
					        SDL_RenderClear(renderer);
 | 
				
			||||||
 | 
					        ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
 | 
				
			||||||
 | 
					        SDL_RenderPresent(renderer);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Cleanup
 | 
				
			||||||
 | 
					    ImGui_ImplSDLRenderer3_Shutdown();
 | 
				
			||||||
 | 
					    ImGui_ImplSDL3_Shutdown();
 | 
				
			||||||
 | 
					    ImGui::DestroyContext();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    SDL_DestroyRenderer(renderer);
 | 
				
			||||||
 | 
					    SDL_DestroyWindow(window);
 | 
				
			||||||
 | 
					    SDL_Quit();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    return 0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
		Reference in New Issue
	
	Block a user