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Mikemon/libs/dcimgui/backends/dcimgui_impl_sdlgpu3.h
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2026-07-03 10:14:10 +02:00

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5.5 KiB
C

// 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_GPU
// Auto-generated forward declarations for C header
typedef struct ImGui_ImplSDLGPU3_InitInfo_t ImGui_ImplSDLGPU3_InitInfo;
typedef struct ImGui_ImplSDLGPU3_RenderState_t ImGui_ImplSDLGPU3_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
// This needs to be used along with the SDL3 Platform Backend
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct.
// [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: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// 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
// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app.
// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
#pragma once
#ifdef __cplusplus
extern "C"
{
#endif
#include "dcimgui.h"
#ifndef IMGUI_DISABLE
#include <SDL3/SDL_gpu.h> // Initialization data, for ImGui_ImplSDLGPU_Init()
// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value
struct ImGui_ImplSDLGPU3_InitInfo_t
{
SDL_GPUDevice* Device /* = nullptr */;
SDL_GPUTextureFormat ColorTargetFormat /* = SDL_GPU_TEXTUREFORMAT_INVALID */;
SDL_GPUSampleCount MSAASamples /* = SDL_GPU_SAMPLECOUNT_1 */;
SDL_GPUSwapchainComposition SwapchainComposition /* = SDL_GPU_SWAPCHAINCOMPOSITION_SDR */; // Only used in multi-viewports mode.
SDL_GPUPresentMode PresentMode /* = SDL_GPU_PRESENTMODE_VSYNC */; // Only used in multi-viewports mode.
};
typedef struct ImDrawData_t ImDrawData;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info);
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer);
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass); // Implied pipeline = nullptr
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_RenderDrawDataEx(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline /* = nullptr */);
// Use if you want to reset your rendering device without losing Dear ImGui state.
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplSDLGPU3_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_ImplSDLGPU3_UpdateTexture(ImTextureData* tex);
// [BETA] Selected render state data shared with callbacks.
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call.
// (Please open an issue if you feel you need access to more data)
struct ImGui_ImplSDLGPU3_RenderState_t
{
SDL_GPUDevice* Device;
SDL_GPUSampler* SamplerLinear; // Bilinear filtering sampler
SDL_GPUSampler* SamplerNearest; // Nearest/point filtering sampler
SDL_GPUSampler* SamplerCurrent; // Current sampler (may be changed by callback)
};
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif