// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings

// dear imgui: Renderer Backend for SDL_Renderer for SDL2
// Auto-generated forward declarations for C header
typedef struct ImGui_ImplSDLRenderer2_RenderState_t ImGui_ImplSDLRenderer2_RenderState;
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;  // Default: 16-bit (for maximum compatibility with renderer backends)
#endif // #ifndef ImDrawIdx
// (Requires: SDL 2.0.17+)

// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
// For a multi-platform app consider using other technologies:
// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
// If your application wants to render any non trivial amount of graphics other than UI,
// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
// and it might be difficult to step out of those boundaries.

// Implemented features:
//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
//  [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
//  [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
//  [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
// Missing features:
//  [ ] Renderer: Multi-viewport support (multiple windows).

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// 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

#pragma once

#ifdef __cplusplus
extern "C"
{
#endif
#ifndef IMGUI_DISABLE
#include "dcimgui.h"
typedef struct SDL_Renderer SDL_Renderer;

typedef struct ImDrawData_t ImDrawData;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);

// Called by Init/NewFrame/Shutdown
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_DestroyDeviceObjects(void);

// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
CIMGUI_IMPL_API void cImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex);

// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLRenderer2_RenderState_t
{
    SDL_Renderer* Renderer;
};
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
