Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616)
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@@ -12,6 +12,7 @@
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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@@ -39,4 +40,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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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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