| // dear imgui: Renderer Backend for SDL_Renderer | |
| // (Requires: SDL 2.0.17+) | |
| // Important to understand: SDL_Renderer is an _optional_ component of SDL. | |
| // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. | |
| // If your application will want to render any non trivial amount of graphics other than UI, | |
| // please be aware that SDL_Renderer offers a limited graphic API to the end-user and 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: | |
| // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! | |
| // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. | |
| struct SDL_Renderer; | |
| IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); | |
| IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); | |
| IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); | |
| IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); | |
| // Called by Init/NewFrame/Shutdown | |
| IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); | |
| IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); | |
| IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); | |
| IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); | |