move into firmware subfolder
Signed-off-by: Peter Siegmund <developer@mars3142.org>
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53
firmware/components/imgui/include/imgui_impl_sdlrenderer3.h
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53
firmware/components/imgui/include/imgui_impl_sdlrenderer3.h
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.1.8+)
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// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
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// For a multi-platform app consider using other technologies:
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// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
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// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
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// If your application wants to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
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// and it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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#ifndef IMGUI_DISABLE
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struct SDL_Renderer;
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// Follow "Getting Started" link and check examples/ folder to learn about using backends!
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually.
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex);
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLRenderer3_RenderState
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{
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SDL_Renderer* Renderer;
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};
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#endif // #ifndef IMGUI_DISABLE
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