Backends: SDL_Renderer2: renamed all functions accordingly. (#6286)
diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp
index 8de9d91..cf159bb 100644
--- a/backends/imgui_impl_sdlrenderer2.cpp
+++ b/backends/imgui_impl_sdlrenderer2.cpp
@@ -44,29 +44,29 @@
#endif
// SDL_Renderer data
-struct ImGui_ImplSDLRenderer_Data
+struct ImGui_ImplSDLRenderer2_Data
{
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
- ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
+ ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
-static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
+static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
{
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
+ return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
-bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
+bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
- ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
+ ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
@@ -76,13 +76,13 @@
return true;
}
-void ImGui_ImplSDLRenderer_Shutdown()
+void ImGui_ImplSDLRenderer2_Shutdown()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+ ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
@@ -90,9 +90,9 @@
IM_DELETE(bd);
}
-static void ImGui_ImplSDLRenderer_SetupRenderState()
+static void ImGui_ImplSDLRenderer2_SetupRenderState()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect set by the user
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
@@ -100,18 +100,18 @@
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
}
-void ImGui_ImplSDLRenderer_NewFrame()
+void ImGui_ImplSDLRenderer2_NewFrame()
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
- IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
if (!bd->FontTexture)
- ImGui_ImplSDLRenderer_CreateDeviceObjects();
+ ImGui_ImplSDLRenderer2_CreateDeviceObjects();
}
-void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
+void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
{
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
@@ -146,7 +146,7 @@
ImVec2 clip_scale = render_scale;
// Render command lists
- ImGui_ImplSDLRenderer_SetupRenderState();
+ ImGui_ImplSDLRenderer2_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@@ -161,7 +161,7 @@
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplSDLRenderer_SetupRenderState();
+ ImGui_ImplSDLRenderer2_SetupRenderState();
else
pcmd->UserCallback(cmd_list, pcmd);
}
@@ -206,10 +206,10 @@
}
// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer_CreateFontsTexture()
+bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Build texture atlas
unsigned char* pixels;
@@ -234,10 +234,10 @@
return true;
}
-void ImGui_ImplSDLRenderer_DestroyFontsTexture()
+void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
+ ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
@@ -246,14 +246,14 @@
}
}
-bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
+bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
{
- return ImGui_ImplSDLRenderer_CreateFontsTexture();
+ return ImGui_ImplSDLRenderer2_CreateFontsTexture();
}
-void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
+void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
{
- ImGui_ImplSDLRenderer_DestroyFontsTexture();
+ ImGui_ImplSDLRenderer2_DestroyFontsTexture();
}
#if defined(__clang__)
diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h
index 01c74b6..ec6bbfe 100644
--- a/backends/imgui_impl_sdlrenderer2.h
+++ b/backends/imgui_impl_sdlrenderer2.h
@@ -16,13 +16,13 @@
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);
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_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();
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp
index 697ce7d..3f927be 100644
--- a/examples/example_sdl2_sdlrenderer2/main.cpp
+++ b/examples/example_sdl2_sdlrenderer2/main.cpp
@@ -58,7 +58,7 @@
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
- ImGui_ImplSDLRenderer_Init(renderer);
+ ImGui_ImplSDLRenderer2_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.
@@ -101,7 +101,7 @@
}
// Start the Dear ImGui frame
- ImGui_ImplSDLRenderer_NewFrame();
+ ImGui_ImplSDLRenderer2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
@@ -147,12 +147,12 @@
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_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
+ ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}
// Cleanup
- ImGui_ImplSDLRenderer_Shutdown();
+ ImGui_ImplSDLRenderer2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();