21 Commits
Author SHA1 Message Date
MoonPowerandGitHub 67c7f478f8 Merge branch 'ocornut:master' into sdl_cpu 2026-03-15 00:01:39 +01:00
MoonPowerandGitHub af86719c5a Merge branch 'ocornut:master' into sdl_cpu 2026-03-13 15:51:47 +01:00
moonpower 10e6755ad5 Merge branch 'sdl_cpu' of https://github.com/momo-AUX1/imgui into sdl_cpu 2026-03-13 15:49:52 +01:00
moonpower dc4a1d294d Add Emscripten support for SDL2 and SDL3 surface examples 2026-03-13 15:49:21 +01:00
MoonPowerandGitHub 413c8817d4 Merge branch 'ocornut:master' into sdl_cpu 2026-03-13 14:50:16 +01:00
moonpower 6575c02cac Remove VSync setting from SDL window surface initialization 2026-03-13 14:22:06 +01:00
moonpower 5ae4be2b5f Refactor SDL surface backend for improved quad rendering and performance
- Introduced a new structure ImGui_ImplSDLSurface3_Quad to represent quads.
- Added functions to detect quads and check for constant colors and linear UVs.
- Enhanced rendering functions to utilize quad detection for faster rendering paths.
- Updated the rendering logic in ImGui_ImplSDLSurface3_RenderDrawData to leverage the new quad rendering capabilities.
- Optimized Makefiles and build scripts to include optimization flags for better performance.
2026-03-13 14:19:04 +01:00
moonpower 2f2b8a1226 Add SDL3 surface backend for ImGui example
- Created imgui_impl_sdlsurface3.h and corresponding implementation file.
- Added Makefile for building the SDL3 surface example on Linux and macOS.
- Included README.md with build instructions for Windows, Linux, and macOS.
- Added build script for Windows (build_win32.bat) and Visual Studio project files.
- Implemented main application logic in main.cpp to demonstrate ImGui with SDL3 and surface rendering.
2026-03-13 13:23:18 +01:00
moonpower 00843f9ece windows and readme 2026-03-11 20:17:53 +01:00
MoonPowerandGitHub 655981382c Merge branch 'ocornut:master' into sdl2_cpu 2026-03-11 20:08:43 +01:00
MoonPowerandGitHub 3ac70bb034 Merge branch 'ocornut:master' into sdl2_cpu 2026-01-15 19:58:58 +01:00
moonpower a941c96d1f Backends: Replace std::clamp with ImClamp to satisfy C++11 2025-12-26 03:37:07 +01:00
moonpower c57a5b31db Backends: Update Makefile for example_sdl2_surface to match the renderer example 2025-12-26 03:07:26 +01:00
moonpower d92ad93fdd Backends: Enhance SDL_Surface example to match the renderer example 2025-12-26 03:00:50 +01:00
moonpower 189330241b Backends: Remove redundant BackendFlags setting in SDL_Surface initialization 2025-12-26 02:51:18 +01:00
moonpower b3c5626b1f Backends: Initialize and shutdown renderer backend for SDL_Surface 2025-12-26 02:48:40 +01:00
moonpower 9084ab8861 Backends: Refactor Makefile for example_sdl2_surface to improve cross-platform compatibility 2025-12-25 21:53:27 +01:00
moonpower eeb20d048b Backends: Improve pixel blending and surface format conversion in SDL_Surface 2025-12-25 00:25:31 +03:00
moonpower a59e03e1e7 Examples: enhance sdl2 surface 2025-12-25 00:11:45 +03:00
moonpower b3008c0543 Backends: Enhance pixel manipulation functions for SDL_Surface 2025-12-25 00:03:50 +03:00
moonpower f2703c1015 Backends: Start adding sdl2 surface 2025-12-24 23:17:37 +03:00
22 changed files with 3558 additions and 2 deletions
+4
View File
@@ -47,8 +47,10 @@ examples/example_glfw_opengl3/web/*
examples/example_glfw_wgpu/web/*
examples/example_glfw_wgpu/external/*
examples/example_sdl2_opengl3/web/*
examples/example_sdl2_surface/web/*
examples/example_sdl2_wgpu/web/*
examples/example_sdl3_opengl3/web/*
examples/example_sdl3_surface/web/*
examples/example_sdl3_wgpu/web/*
## JetBrains IDE artifacts
@@ -70,10 +72,12 @@ examples/example_null/example_null
examples/example_sdl2_metal/example_sdl2_metal
examples/example_sdl2_opengl2/example_sdl2_opengl2
examples/example_sdl2_opengl3/example_sdl2_opengl3
examples/example_sdl2_surface/example_sdl2_surface
examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2
examples/example_sdl2_vulkan/example_sdl2_vulkan
examples/example_sdl3_metal/example_sdl3_metal
examples/example_sdl3_opengl3/example_sdl3_opengl3
examples/example_sdl3_surface/example_sdl3_surface
examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3
examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3
examples/example_sdl3_vulkan/example_sdl3_vulkan
File diff suppressed because it is too large Load Diff
+14
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@@ -0,0 +1,14 @@
// imgui_impl_sdlsurface2.h
// CPU-only SDL_Surface backend for Dear ImGui
#pragma once
#include "imgui.h"
#include <SDL.h>
// Initialize with target SDL_Surface (32-bit RGBA)
IMGUI_API bool ImGui_ImplSDLSurface2_Init(SDL_Surface* surface);
IMGUI_API void ImGui_ImplSDLSurface2_Shutdown();
IMGUI_API void ImGui_ImplSDLSurface2_NewFrame();
IMGUI_API void ImGui_ImplSDLSurface2_RenderDrawData(ImDrawData* draw_data);
IMGUI_API SDL_Surface* ImGui_ImplSDLSurface2_CreateFontAtlasSurface();
File diff suppressed because it is too large Load Diff
+11
View File
@@ -0,0 +1,11 @@
#pragma once
#include "imgui.h"
#include <SDL3/SDL.h>
IMGUI_API bool ImGui_ImplSDLSurface3_Init(SDL_Surface* surface);
IMGUI_API void ImGui_ImplSDLSurface3_Shutdown();
IMGUI_API void ImGui_ImplSDLSurface3_NewFrame();
IMGUI_API void ImGui_ImplSDLSurface3_RenderDrawData(ImDrawData* draw_data);
IMGUI_API SDL_Surface* ImGui_ImplSDLSurface3_CreateFontAtlasSurface();
+3 -1
View File
@@ -94,6 +94,8 @@ List of Renderer Backends:
imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3)
imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!).
imgui_impl_sdlsurface2.cpp ; SDL_Surface CPU renderer for SDL2
imgui_impl_sdlsurface3.cpp ; SDL_Surface CPU renderer for SDL3
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU (web + desktop)
@@ -103,7 +105,7 @@ List of high-level Frameworks Backends (combining Platform + Renderer):
imgui_impl_null.cpp
Emscripten is also supported!
The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
The SDL2+GL, SDL3+GL, SDL2+Surface, SDL3+Surface, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten.
### Recommended Backends
+10 -1
View File
@@ -145,6 +145,11 @@ SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL2 example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlrenderer2.cpp <BR>
This requires SDL 2.0.18+ (released November 2021) <BR>
[example_sdl2_surface/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_surface/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Surface CPU renderer example.<BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_sdlsurface2.cpp <BR>
This supports building with Emscripten.<BR>
[example_sdl2_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl2_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl2.cpp + imgui_impl_vulkan.cpp <BR>
@@ -178,6 +183,11 @@ SDL3 (Win32, Mac, Linux, etc.) + SDL_GPU for SDL3 example.<BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_Renderer for SDL3 example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlrenderer3.cpp <BR>
[example_sdl3_surface/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_surface/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + SDL_Surface CPU renderer example.<BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_sdlsurface3.cpp <BR>
This supports building with Emscripten.<BR>
[example_sdl3_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl3_vulkan/) <BR>
SDL3 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl3.cpp + imgui_impl_vulkan.cpp <BR>
@@ -253,4 +263,3 @@ when an interactive drag is in progress.
Note that some setup configurations or GPU drivers may introduce additional display lag depending on their settings.
If you notice that dragging windows is laggy and you are not sure what the cause is: try drawing a simple
2D shape directly under the mouse cursor to help identify the issue!
+72
View File
@@ -0,0 +1,72 @@
#
# Cross Platform Makefile (example_sdl2_surface)
# Compatible with MSYS2/MINGW, Linux and macOS
#
# You will need SDL2 (http://www.libsdl.org):
# Linux: apt-get install libsdl2-dev
# macOS: brew install sdl2
# MSYS2: pacman -S mingw-w64-i686-SDL2
#
EXE = example_sdl2_surface
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface2.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
OPTFLAGS ?= -O2
CXXFLAGS += -g $(OPTFLAGS) -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += `sdl2-config --libs`
CXXFLAGS += `sdl2-config --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += `sdl2-config --libs`
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 `pkg-config --static --libs sdl2`
CXXFLAGS += `pkg-config --cflags sdl2`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)
@@ -0,0 +1,54 @@
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface2.cpp
OBJS = $(addprefix em_,$(addsuffix .o, $(basename $(notdir $(SOURCES)))))
CPPFLAGS =
LDFLAGS =
EMS =
EMS += -s USE_SDL=2
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
LDFLAGS += -s NO_FILESYSTEM=1
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CPPFLAGS += -Wall -Wformat -O2 $(EMS)
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
em_%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -rf $(OBJS) $(WEB_DIR)
+45
View File
@@ -0,0 +1,45 @@
# How to Build
## Windows with Visual Studio's IDE
Use the provided project file (`example_sdl2_surface.vcxproj`) or open `imgui_examples.sln`.
## Windows with Visual Studio's CLI
Use `build_win32.bat` or directly:
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlsurface2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_surface.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlsurface2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_surface.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```
## Linux and similar Unixes
Use the provided `Makefile` or directly:
```
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlsurface2.cpp ../../imgui*.cpp \
`sdl2-config --libs`
```
## macOS
Use the provided `Makefile` or directly:
```
brew install sdl2
c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlsurface2.cpp ../../imgui*.cpp \
`sdl2-config --libs`
```
## Emscripten
Use `Makefile.emscripten`:
```sh
source /path/to/emsdk/emsdk_env.sh
make -f Makefile.emscripten
```
This makes `web/index.html`, `web/index.js`, and `web/index.wasm`.
@@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl2_surface
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlsurface2.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib
mkdir %OUT_DIR%
cl /nologo /Zi /O2 /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@@ -0,0 +1,187 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{47525E56-7D05-474E-A455-64C5BBFFC029}</ProjectGuid>
<RootNamespace>example_sdl2_surface</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl2_surface</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
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<AdditionalIncludeDirectories>..\..;..\..\backends;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
<AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlsurface2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface2.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdlsurface2.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\backends\imgui_impl_sdl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>
+200
View File
@@ -0,0 +1,200 @@
// main.cpp
// Example program using imgui_impl_sdlsurface2 backend
#include "imgui.h"
#include "imgui_impl_sdl2.h"
#include "imgui_impl_sdlsurface2.h"
#include <SDL.h>
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// From 2.0.18: Enable native IME.
#ifdef SDL_HINT_IME_SHOW_UI
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
#endif
// Create window
float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_SHOWN);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Surface Example",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
(int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
if (!window)
{
printf("Error creating window: %s\n", SDL_GetError());
return -1;
}
SDL_Surface* window_surface = SDL_GetWindowSurface(window);
if (!window_surface)
{
printf("Error getting window surface: %s\n", SDL_GetError());
return -1;
}
int win_w = window_surface->w;
int win_h = window_surface->h;
SDL_Surface* framebuffer = SDL_CreateRGBSurfaceWithFormat(0, win_w, win_h, 32, SDL_PIXELFORMAT_RGBA32);
if (!framebuffer)
{
printf("Error creating framebuffer: %s\n", SDL_GetError());
return -1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
#ifdef __EMSCRIPTEN__
io.IniFilename = nullptr;
#endif
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale.
style.FontScaleDpi = main_scale;
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForOther(window);
ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_AutoFirst, nullptr, 0);
ImGui_ImplSDLSurface2_Init(framebuffer);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool done = false;
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
// Poll and handle events (inputs, window resize, etc.)
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT)
{
if (event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED || event.window.event == SDL_WINDOWEVENT_RESIZED)
{
// Recreate framebuffer at new size
window_surface = SDL_GetWindowSurface(window);
int new_w = window_surface->w;
int new_h = window_surface->h;
if (new_w != win_w || new_h != win_h)
{
SDL_FreeSurface(framebuffer);
framebuffer = SDL_CreateRGBSurfaceWithFormat(0, new_w, new_h, 32, SDL_PIXELFORMAT_RGBA32);
if (!framebuffer) { printf("Error creating framebuffer after resize: %s\n", SDL_GetError()); return -1; }
win_w = new_w; win_h = new_h;
// Re-init the backend with the new framebuffer
ImGui_ImplSDLSurface2_Shutdown();
ImGui_ImplSDLSurface2_Init(framebuffer);
}
}
}
}
// Skip rendering when minimized to avoid busy-looping
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplSDLSurface2_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. Mirror the SDL_Renderer example.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
SDL_FillRect(framebuffer, nullptr, SDL_MapRGBA(framebuffer->format,
(Uint8)(clear_color.x * 255),
(Uint8)(clear_color.y * 255),
(Uint8)(clear_color.z * 255),
(Uint8)(clear_color.w * 255)));
ImGui_ImplSDLSurface2_RenderDrawData(ImGui::GetDrawData());
SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
SDL_UpdateWindowSurface(window);
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
ImGui_ImplSDLSurface2_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_FreeSurface(framebuffer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
+54
View File
@@ -0,0 +1,54 @@
EXE = example_sdl3_surface
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface3.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
OPTFLAGS ?= -O2
CXXFLAGS += -g $(OPTFLAGS) -Wall -Wformat
LIBS =
ifeq ($(UNAME_S), Linux)
ECHO_MESSAGE = "Linux"
LIBS += -ldl `pkg-config sdl3 --libs`
CXXFLAGS += `pkg-config sdl3 --cflags`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin)
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += `pkg-config --libs sdl3`
LIBS += -L/usr/local/lib -L/opt/local/lib
CXXFLAGS += `pkg-config --cflags sdl3`
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(OS), Windows_NT)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -limm32 `pkg-config --static --libs sdl3`
CXXFLAGS += `pkg-config --cflags sdl3`
CFLAGS = $(CXXFLAGS)
endif
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)
@@ -0,0 +1,58 @@
CC = emcc
CXX = em++
WEB_DIR = web
EXE = $(WEB_DIR)/index.html
IMGUI_DIR = ../..
SOURCES = main.cpp
SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlsurface3.cpp
OBJS = $(addprefix em_,$(addsuffix .o, $(basename $(notdir $(SOURCES)))))
CPPFLAGS =
LDFLAGS =
EMS =
EMS += -s USE_SDL=3
EMS += -s DISABLE_EXCEPTION_CATCHING=1
LDFLAGS += -s WASM=1 -s ALLOW_MEMORY_GROWTH=1 -s NO_EXIT_RUNTIME=0 -s ASSERTIONS=1
LDFLAGS += -s FORCE_FILESYSTEM=1
ifeq ($(shell $(CXX) --show-ports 2>/dev/null | grep -c 'sdl3 '),0)
$(error This Emscripten toolchain does not provide an SDL3 port. Use an SDL3-capable emsdk to build this example for web)
endif
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
CPPFLAGS += -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
CPPFLAGS += -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
CPPFLAGS += -Wall -Wformat -O2 $(EMS)
LDFLAGS += --shell-file ../libs/emscripten/shell_minimal.html
LDFLAGS += $(EMS)
em_%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
em_%.o:$(IMGUI_DIR)/backends/%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(WEB_DIR):
mkdir $@
serve: all
python3 -m http.server -d $(WEB_DIR)
$(EXE): $(OBJS) $(WEB_DIR)
$(CXX) -o $@ $(OBJS) $(LDFLAGS)
clean:
rm -rf $(OBJS) $(WEB_DIR)
+43
View File
@@ -0,0 +1,43 @@
# How to Build
## Windows with Visual Studio's IDE
Use the provided project file (`example_sdl3_surface.vcxproj`) or open `imgui_examples.sln`.
## Windows with Visual Studio's CLI
Use `build_win32.bat` or directly:
```bat
set SDL3_DIR=path_to_your_sdl3_folder
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_surface.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib /subsystem:console
cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_surface.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib /subsystem:console
```
## Linux and similar Unixes
Use the provided `Makefile` or directly:
```sh
c++ `pkg-config --cflags sdl3` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_sdlsurface3.cpp ../../imgui*.cpp \
-ldl `pkg-config --libs sdl3`
```
## macOS
Use the provided `Makefile` or directly:
```sh
brew install sdl3
c++ `pkg-config --cflags sdl3` -I .. -I ../.. -I ../../backends \
main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_sdlsurface3.cpp ../../imgui*.cpp \
-framework Cocoa -framework IOKit -framework CoreVideo `pkg-config --libs sdl3`
```
## Emscripten
Use `Makefile.emscripten`:
```sh
source /path/to/emsdk/emsdk_env.sh
make -f Makefile.emscripten
```
This produces `web/index.html`, `web/index.js`, and `web/index.wasm`.
@@ -0,0 +1,7 @@
@set OUT_DIR=Debug
@set OUT_EXE=example_sdl3_surface
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlsurface3.cpp ..\..\imgui*.cpp
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib
mkdir %OUT_DIR%
cl /nologo /Zi /O2 /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
@@ -0,0 +1,187 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}</ProjectGuid>
<RootNamespace>example_sdl3_surface</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
<ProjectName>example_sdl3_surface</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%SDL3_DIR%\lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
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<Link>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_sdlsurface3.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\debuggers\imgui.natstepfilter" />
<None Include="..\..\misc\debuggers\imgui.natvis" />
<None Include="..\README.txt" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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@@ -0,0 +1,64 @@
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
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<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_tables.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\backends\imgui_impl_sdlsurface3.cpp">
<Filter>sources</Filter>
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</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
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<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
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<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
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<ClInclude Include="..\..\backends\imgui_impl_sdl3.h">
<Filter>sources</Filter>
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<ClInclude Include="..\..\backends\imgui_impl_sdlsurface3.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\debuggers\imgui.natvis">
<Filter>imgui</Filter>
</None>
<None Include="..\..\misc\debuggers\imgui.natstepfilter">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>
+187
View File
@@ -0,0 +1,187 @@
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlsurface3.h"
#include <SDL3/SDL.h>
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include "../libs/emscripten/emscripten_mainloop_stub.h"
#endif
int main(int, char**)
{
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
{
printf("Error: SDL_Init(): %s\n", SDL_GetError());
return 1;
}
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY;
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Surface Example", (int)(1280 * main_scale), (int)(800 * main_scale), window_flags);
if (window == nullptr)
{
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
return 1;
}
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_ShowWindow(window);
SDL_Surface* window_surface = SDL_GetWindowSurface(window);
if (window_surface == nullptr)
{
printf("Error: SDL_GetWindowSurface(): %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
int framebuffer_w = window_surface->w;
int framebuffer_h = window_surface->h;
SDL_Surface* framebuffer = SDL_CreateSurface(framebuffer_w, framebuffer_h, SDL_PIXELFORMAT_RGBA32);
if (framebuffer == nullptr)
{
printf("Error: SDL_CreateSurface(): %s\n", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
#ifdef __EMSCRIPTEN__
io.IniFilename = nullptr;
#endif
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale);
style.FontScaleDpi = main_scale;
ImGui_ImplSDL3_InitForOther(window);
ImGui_ImplSDLSurface3_Init(framebuffer);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
bool done = false;
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_BEGIN
#else
while (!done)
#endif
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT)
done = true;
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
done = true;
if ((event.type == SDL_EVENT_WINDOW_RESIZED || event.type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) && event.window.windowID == SDL_GetWindowID(window))
{
window_surface = SDL_GetWindowSurface(window);
if (window_surface != nullptr)
{
int new_w = window_surface->w;
int new_h = window_surface->h;
if (new_w != framebuffer_w || new_h != framebuffer_h)
{
SDL_DestroySurface(framebuffer);
framebuffer = SDL_CreateSurface(new_w, new_h, SDL_PIXELFORMAT_RGBA32);
if (framebuffer == nullptr)
{
printf("Error: SDL_CreateSurface(): %s\n", SDL_GetError());
done = true;
break;
}
framebuffer_w = new_w;
framebuffer_h = new_h;
ImGui_ImplSDLSurface3_Shutdown();
ImGui_ImplSDLSurface3_Init(framebuffer);
}
}
}
}
if (done)
break;
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
{
SDL_Delay(10);
continue;
}
ImGui_ImplSDLSurface3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!");
ImGui::Text("This is some useful text.");
ImGui::Checkbox("Demo Window", &show_demo_window);
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Button"))
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
ImGui::End();
}
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
ImGui::Render();
SDL_FillSurfaceRect(framebuffer, nullptr, SDL_MapSurfaceRGBA(framebuffer,
(Uint8)(clear_color.x * 255.0f),
(Uint8)(clear_color.y * 255.0f),
(Uint8)(clear_color.z * 255.0f),
(Uint8)(clear_color.w * 255.0f)));
ImGui_ImplSDLSurface3_RenderDrawData(ImGui::GetDrawData());
window_surface = SDL_GetWindowSurface(window);
if (window_surface != nullptr)
{
SDL_BlitSurface(framebuffer, nullptr, window_surface, nullptr);
SDL_UpdateWindowSurface(window);
}
}
#ifdef __EMSCRIPTEN__
EMSCRIPTEN_MAINLOOP_END;
#endif
ImGui_ImplSDLSurface3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroySurface(framebuffer);
SDL_DestroyWindowSurface(window);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
+20
View File
@@ -29,10 +29,14 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "ex
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer2", "example_sdl2_sdlrenderer2\example_sdl2_sdlrenderer2.vcxproj", "{0C0B2BEA-311F-473C-9652-87923EF639E3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_surface", "example_sdl2_surface\example_sdl2_surface.vcxproj", "{47525E56-7D05-474E-A455-64C5BBFFC029}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_opengl3", "example_sdl3_opengl3\example_sdl3_opengl3.vcxproj", "{84AAA301-84FE-428B-9E3E-817BC8123C0C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_sdlrenderer3", "example_sdl3_sdlrenderer3\example_sdl3_sdlrenderer3.vcxproj", "{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_surface", "example_sdl3_surface\example_sdl3_surface.vcxproj", "{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl3_vulkan", "example_sdl3_vulkan\example_sdl3_vulkan.vcxproj", "{663A7E89-1E42-4222-921C-177F5B5910DF}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_vulkan", "example_win32_vulkan\example_win32_vulkan.vcxproj", "{0A1E32DF-E0F4-4CCE-B3DC-9644C503BD88}"
@@ -155,6 +159,14 @@ Global
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|Win32.Build.0 = Release|Win32
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.ActiveCfg = Release|x64
{0C0B2BEA-311F-473C-9652-87923EF639E3}.Release|x64.Build.0 = Release|x64
{47525E56-7D05-474E-A455-64C5BBFFC029}.Debug|Win32.ActiveCfg = Debug|Win32
{47525E56-7D05-474E-A455-64C5BBFFC029}.Debug|Win32.Build.0 = Debug|Win32
{47525E56-7D05-474E-A455-64C5BBFFC029}.Debug|x64.ActiveCfg = Debug|x64
{47525E56-7D05-474E-A455-64C5BBFFC029}.Debug|x64.Build.0 = Debug|x64
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|Win32.ActiveCfg = Release|Win32
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|Win32.Build.0 = Release|Win32
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|x64.ActiveCfg = Release|x64
{47525E56-7D05-474E-A455-64C5BBFFC029}.Release|x64.Build.0 = Release|x64
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.ActiveCfg = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|Win32.Build.0 = Debug|Win32
{84AAA301-84FE-428B-9E3E-817BC8123C0C}.Debug|x64.ActiveCfg = Debug|x64
@@ -171,6 +183,14 @@ Global
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|Win32.Build.0 = Release|Win32
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.ActiveCfg = Release|x64
{C0290D21-3AD2-4A35-ABBC-A2F5F48326DA}.Release|x64.Build.0 = Release|x64
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|Win32.ActiveCfg = Debug|Win32
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|Win32.Build.0 = Debug|Win32
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|x64.ActiveCfg = Debug|x64
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Debug|x64.Build.0 = Debug|x64
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|Win32.ActiveCfg = Release|Win32
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|Win32.Build.0 = Release|Win32
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|x64.ActiveCfg = Release|x64
{08DD87C0-C734-45D6-9B44-D23F19F2D4B6}.Release|x64.Build.0 = Release|x64
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.ActiveCfg = Debug|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|Win32.Build.0 = Debug|Win32
{663A7E89-1E42-4222-921C-177F5B5910DF}.Debug|x64.ActiveCfg = Debug|x64