| // dear imgui: Renderer Backend for SDL_Renderer for SDL3 | |
| // (Requires: SDL 3.1.8+) | |
| // Note that SDL_Renderer is an _optional_ component of SDL3, 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. | |
| // - SDL3+DirectX, SDL3+OpenGL, SDL3+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 with ImGui_ImplSDLRenderer3_GetRenderState(). | |
| // 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 | |
| // CHANGELOG | |
| // (minor and older changes stripped away, please see git history for details) | |
| // 2026-09-17: Restore modified texture scale modes at the end of RenderDrawData(). Added DrawCallback_SetSamplerFromTex support. Added CurrentScaleMode in ImGui_ImplSDLRenderer3_RenderState (#9543, #9378) | |
| // 2026-07-15: Fixed default sampler state to be linear (broken 2026-04-23). (#9470, #9378) | |
| // 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) | |
| // 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) | |
| // 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. | |
| // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture(). | |
| // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. | |
| // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. | |
| // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). | |
| // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. | |
| // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. | |
| // 2023-05-30: Initial version. | |
| #include "imgui.h" | |
| #ifndef IMGUI_DISABLE | |
| #include "imgui_impl_sdlrenderer3.h" | |
| #include <stdint.h> // intptr_t | |
| // Clang warnings with -Weverything | |
| #if defined(__clang__) | |
| #pragma clang diagnostic push | |
| #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness | |
| #elif defined(__GNUC__) | |
| #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe | |
| #endif | |
| // SDL | |
| #include <SDL3/SDL_render.h> | |
| #include <SDL3/SDL_version.h> | |
| #if !SDL_VERSION_ATLEAST(3,0,0) | |
| #error This backend requires SDL 3.0.0+ | |
| #endif | |
| // SDL_Renderer data | |
| struct ImGui_ImplSDLRenderer3_TexScaleModeEntry | |
| { | |
| SDL_Texture* Texture; | |
| SDL_ScaleMode ScaleModeBackup; | |
| }; | |
| struct ImGui_ImplSDLRenderer3_Data | |
| { | |
| SDL_Renderer* Renderer; // Main viewport's renderer | |
| ImVector<SDL_FColor> ColorBuffer; | |
| ImVector<ImGui_ImplSDLRenderer3_TexScaleModeEntry> TexScaleModeBackups; // Backup of texture scale modes | |
| ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() | |
| { | |
| return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| ImGui_ImplSDLRenderer3_RenderState* ImGui_ImplSDLRenderer3_GetRenderState() | |
| { | |
| return (ImGui_ImplSDLRenderer3_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState; | |
| } | |
| // Functions | |
| static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) | |
| { | |
| ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); | |
| // 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. | |
| SDL_SetRenderViewport(renderer, nullptr); | |
| SDL_SetRenderClipRect(renderer, nullptr); | |
| render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR; | |
| } | |
| void ImGui_ImplSDLRenderer3_NewFrame() | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); | |
| IM_UNUSED(bd); | |
| } | |
| // https://github.com/libsdl-org/SDL/issues/9009 | |
| static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices) | |
| { | |
| const Uint8* color2 = (const Uint8*)color; | |
| colors_out.resize(num_vertices); | |
| SDL_FColor* color3 = colors_out.Data; | |
| for (int i = 0; i < num_vertices; i++) | |
| { | |
| color3[i].r = color->r / 255.0f; | |
| color3[i].g = color->g / 255.0f; | |
| color3[i].b = color->b / 255.0f; | |
| color3[i].a = color->a / 255.0f; | |
| color2 += color_stride; | |
| color = (const SDL_Color*)color2; | |
| } | |
| return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); | |
| } | |
| // Draw callbacks | |
| static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. | |
| static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_LINEAR; } | |
| static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_NEAREST; } | |
| static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerFromTex(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_RenderState* render_state = ImGui_ImplSDLRenderer3_GetRenderState(); render_state->CurrentScaleMode = SDL_SCALEMODE_INVALID; } // SDL_SCALEMODE_INVALID = use/keep value in texture. | |
| // SDLRenderer has various design issues which makes it hard to do it compared to regular graphics API. | |
| // - scale/filtering mode is tied to a texture. | |
| // - scale/filtering mode is not queued as part of the SDL_RenderGeometryXXX commands, so a change in one texture requires a flush. | |
| static void ImGui_ImplSDLRenderer3_TexScaleModeUpdate(SDL_Renderer* renderer, SDL_Texture* tex, SDL_ScaleMode desired_scale_mode) | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| if (desired_scale_mode != SDL_SCALEMODE_INVALID) | |
| { | |
| // Enforce a scale mode | |
| SDL_ScaleMode tex_scale_mode = desired_scale_mode; | |
| if (!SDL_GetTextureScaleMode(tex, &tex_scale_mode) || tex_scale_mode == desired_scale_mode) | |
| return; | |
| SDL_FlushRenderer(renderer); | |
| SDL_SetTextureScaleMode(tex, desired_scale_mode); | |
| // Store backup of old scale mode (FIXME-OPT) | |
| for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups) | |
| if (entry.Texture == tex) | |
| { | |
| if (entry.ScaleModeBackup == SDL_SCALEMODE_INVALID) | |
| entry.ScaleModeBackup = tex_scale_mode; | |
| return; | |
| } | |
| ImGui_ImplSDLRenderer3_TexScaleModeEntry entry = { tex, tex_scale_mode }; | |
| bd->TexScaleModeBackups.push_back(entry); | |
| } | |
| else | |
| { | |
| // Use scale mode that was set in texture by user. If there is an entry, restore it and clear the entry. | |
| for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups) | |
| if (entry.Texture == tex && entry.ScaleModeBackup != SDL_SCALEMODE_INVALID) | |
| { | |
| SDL_FlushRenderer(renderer); | |
| SDL_SetTextureScaleMode(tex, entry.ScaleModeBackup); | |
| entry.ScaleModeBackup = SDL_SCALEMODE_INVALID; | |
| return; | |
| } | |
| } | |
| } | |
| static void ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(SDL_Renderer* renderer) | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| if (bd->TexScaleModeBackups.Size == 0) | |
| return; | |
| SDL_FlushRenderer(renderer); | |
| for (ImGui_ImplSDLRenderer3_TexScaleModeEntry& entry : bd->TexScaleModeBackups) | |
| if (entry.ScaleModeBackup != SDL_SCALEMODE_INVALID) | |
| SDL_SetTextureScaleMode(entry.Texture, entry.ScaleModeBackup); | |
| bd->TexScaleModeBackups.resize(0); | |
| } | |
| void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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 | |
| // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. | |
| float rsx = 1.0f; | |
| float rsy = 1.0f; | |
| SDL_GetRenderScale(renderer, &rsx, &rsy); | |
| ImVec2 render_scale; | |
| render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; | |
| render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; | |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | |
| int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); | |
| int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); | |
| if (fb_width == 0 || fb_height == 0) | |
| return; | |
| // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. | |
| // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). | |
| if (draw_data->Textures != nullptr) | |
| for (ImTextureData* tex : *draw_data->Textures) | |
| if (tex->Status != ImTextureStatus_OK) | |
| ImGui_ImplSDLRenderer3_UpdateTexture(tex); | |
| // Backup SDL_Renderer state that will be modified to restore it afterwards | |
| struct BackupSDLRendererState | |
| { | |
| SDL_Rect Viewport; | |
| bool ViewportEnabled; | |
| bool ClipEnabled; | |
| SDL_Rect ClipRect; | |
| }; | |
| BackupSDLRendererState old = {}; | |
| old.ViewportEnabled = SDL_RenderViewportSet(renderer); | |
| old.ClipEnabled = SDL_RenderClipEnabled(renderer); | |
| SDL_GetRenderViewport(renderer, &old.Viewport); | |
| SDL_GetRenderClipRect(renderer, &old.ClipRect); | |
| // Setup render state structure (for callbacks and custom texture bindings) | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplSDLRenderer3_RenderState render_state; | |
| render_state.Renderer = renderer; | |
| platform_io.Renderer_RenderState = &render_state; | |
| // Setup desired state | |
| ImGui_ImplSDLRenderer3_SetupRenderState(renderer); | |
| IM_ASSERT(bd->TexScaleModeBackups.Size == 0); | |
| // Will project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports | |
| ImVec2 clip_scale = render_scale; | |
| // Render command lists | |
| for (const ImDrawList* draw_list : draw_data->CmdLists) | |
| { | |
| const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; | |
| const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; | |
| if (pcmd->UserCallback) | |
| { | |
| // User callback, registered via ImDrawList::AddCallback() | |
| if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState) | |
| ImGui_ImplSDLRenderer3_SetupRenderState(renderer); | |
| else | |
| pcmd->UserCallback(draw_list, pcmd); | |
| } | |
| else | |
| { | |
| // Project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
| if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | |
| if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | |
| if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } | |
| if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } | |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
| continue; | |
| SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; | |
| SDL_SetRenderClipRect(renderer, &r); | |
| // Setup texture scale/filtering mode | |
| SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); | |
| ImGui_ImplSDLRenderer3_TexScaleModeUpdate(renderer, tex, render_state.CurrentScaleMode); | |
| // Draw | |
| const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); | |
| const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); | |
| const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); | |
| SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, | |
| xy, (int)sizeof(ImDrawVert), | |
| color, (int)sizeof(ImDrawVert), | |
| uv, (int)sizeof(ImDrawVert), | |
| draw_list->VtxBuffer.Size - pcmd->VtxOffset, | |
| idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); | |
| } | |
| } | |
| } | |
| platform_io.Renderer_RenderState = nullptr; | |
| // Restore modified SDL_Renderer state | |
| SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); | |
| SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); | |
| ImGui_ImplSDLRenderer3_TexScaleModeRestoreBackups(renderer); | |
| } | |
| void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| if (tex->Status == ImTextureStatus_WantCreate) | |
| { | |
| // Create and upload new texture to graphics system | |
| //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); | |
| IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); | |
| IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); | |
| // Create texture (bilinear sampling is required) | |
| SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); | |
| IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); | |
| SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); | |
| SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); | |
| SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR); | |
| // Store identifiers | |
| tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| else if (tex->Status == ImTextureStatus_WantUpdates) | |
| { | |
| // Update selected blocks. We only ever write to textures regions which have never been used before! | |
| // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. | |
| SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; | |
| for (ImTextureRect& r : tex->Updates) | |
| { | |
| SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; | |
| SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); | |
| } | |
| tex->SetStatus(ImTextureStatus_OK); | |
| } | |
| else if (tex->Status == ImTextureStatus_WantDestroy) | |
| { | |
| if (tex->TexID != ImTextureID_Invalid) | |
| if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) | |
| SDL_DestroyTexture(sdl_texture); | |
| // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) | |
| tex->SetTexID(ImTextureID_Invalid); | |
| tex->SetStatus(ImTextureStatus_Destroyed); | |
| } | |
| } | |
| void ImGui_ImplSDLRenderer3_CreateDeviceObjects() | |
| { | |
| } | |
| void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() | |
| { | |
| // Destroy all textures | |
| for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) | |
| if (tex->RefCount == 1) | |
| { | |
| tex->SetStatus(ImTextureStatus_WantDestroy); | |
| ImGui_ImplSDLRenderer3_UpdateTexture(tex); | |
| } | |
| } | |
| bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); | |
| // Setup backend capabilities flags | |
| ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_sdlrenderer3"; | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState; | |
| platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear; | |
| platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest; | |
| platform_io.DrawCallback_SetSamplerFromTex = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerFromTex; | |
| bd->Renderer = renderer; | |
| return true; | |
| } | |
| void ImGui_ImplSDLRenderer3_Shutdown() | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); | |
| platform_io.ClearRendererHandlers(); | |
| IM_DELETE(bd); | |
| } | |
| //----------------------------------------------------------------------------- | |
| #if defined(__clang__) | |
| #pragma clang diagnostic pop | |
| #endif | |
| #endif // #ifndef IMGUI_DISABLE |