Skip to content

Commit

Permalink
[update #101] imgui v1.91.6
Browse files Browse the repository at this point in the history
  • Loading branch information
tiawl authored Dec 12, 2024
2 parents c4d17f1 + a80dcae commit 2cdf32f
Show file tree
Hide file tree
Showing 64 changed files with 948 additions and 522 deletions.
2 changes: 1 addition & 1 deletion .references/imgui
Original file line number Diff line number Diff line change
@@ -1 +1 @@
v1.91.5
v1.91.6
6 changes: 3 additions & 3 deletions dcimgui/backends/cimgui_impl_allegro5.h
Original file line number Diff line number Diff line change
Expand Up @@ -8,9 +8,9 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Clipboard support (from Allegro 5.1.12)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
// [X] Platform: Clipboard support (from Allegro 5.1.12).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features or Issues:
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
// [ ] Platform: Missing gamepad support.

Expand Down
4 changes: 2 additions & 2 deletions dcimgui/backends/cimgui_impl_android.h
Original file line number Diff line number Diff line change
Expand Up @@ -8,10 +8,10 @@
// Implemented features:
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// Missing features:
// Missing features or Issues:
// [ ] Platform: Clipboard support.
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
// Important:
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_dx10.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).

// 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.
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_dx11.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
Expand Down
17 changes: 13 additions & 4 deletions dcimgui/backends/cimgui_impl_dx12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -20,9 +20,9 @@ namespace cimgui

#ifndef IMGUI_DISABLE

CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX12_Init(cimgui::ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, cimgui::ID3D12DescriptorHeap* cbv_srv_heap, cimgui::D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, cimgui::D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX12_Init(cimgui::ImGui_ImplDX12_InitInfo* info)
{
return ::ImGui_ImplDX12_Init(reinterpret_cast<::ID3D12Device*>(device), num_frames_in_flight, rtv_format, reinterpret_cast<::ID3D12DescriptorHeap*>(cbv_srv_heap), (*reinterpret_cast<::D3D12_CPU_DESCRIPTOR_HANDLE*>(&font_srv_cpu_desc_handle)), (*reinterpret_cast<::D3D12_GPU_DESCRIPTOR_HANDLE*>(&font_srv_gpu_desc_handle)));
return ::ImGui_ImplDX12_Init(reinterpret_cast<::ImGui_ImplDX12_InitInfo*>(info));
}

CIMGUI_IMPL_API void cimgui::cImGui_ImplDX12_Shutdown(void)
Expand All @@ -35,11 +35,20 @@ CIMGUI_IMPL_API void cimgui::cImGui_ImplDX12_NewFrame(void)
::ImGui_ImplDX12_NewFrame();
}

CIMGUI_IMPL_API void cimgui::cImGui_ImplDX12_RenderDrawData(cimgui::ImDrawData* draw_data, cimgui::ID3D12GraphicsCommandList* graphics_command_list)
CIMGUI_IMPL_API void cimgui::cImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list)
{
::ImGui_ImplDX12_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), reinterpret_cast<::ID3D12GraphicsCommandList*>(graphics_command_list));
::ImGui_ImplDX12_RenderDrawData(draw_data, graphics_command_list);
}

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS

CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX12_InitID3D12DevicePtr(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
return ::ImGui_ImplDX12_Init(device, num_frames_in_flight, rtv_format, srv_descriptor_heap, font_srv_cpu_desc_handle, font_srv_gpu_desc_handle);
}

#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS

CIMGUI_IMPL_API bool cimgui::cImGui_ImplDX12_CreateDeviceObjects(void)
{
return ::ImGui_ImplDX12_CreateDeviceObjects();
Expand Down
45 changes: 33 additions & 12 deletions dcimgui/backends/cimgui_impl_dx12.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,9 +7,12 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.

// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/

// 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:
Expand All @@ -19,6 +22,7 @@
// - Introduction, links and more at the top of imgui.cpp

// Auto-generated forward declarations for C header
typedef struct ImGui_ImplDX12_InitInfo_t ImGui_ImplDX12_InitInfo;
typedef struct ImGui_ImplDX12_RenderState_t ImGui_ImplDX12_RenderState;
#pragma once

Expand All @@ -29,23 +33,40 @@ extern "C"
#include "dcimgui.h"
#ifndef IMGUI_DISABLE
#include <dxgiformat.h>
typedef struct ID3D12Device ID3D12Device;
typedef struct ID3D12DescriptorHeap ID3D12DescriptorHeap;
typedef struct ID3D12GraphicsCommandList ID3D12GraphicsCommandList;
typedef struct D3D12_CPU_DESCRIPTOR_HANDLE D3D12_CPU_DESCRIPTOR_HANDLE;
typedef struct D3D12_GPU_DESCRIPTOR_HANDLE D3D12_GPU_DESCRIPTOR_HANDLE;
#include <d3d12.h>
typedef struct ImGui_ImplDX12_InitInfo_ImDrawData_t ImGui_ImplDX12_InitInfo_ImDrawData;
// Initialization data, for ImGui_ImplDX12_Init()
struct ImGui_ImplDX12_InitInfo_t
{
ID3D12Device* Device;
ID3D12CommandQueue* CommandQueue;
int NumFramesInFlight;
DXGI_FORMAT RTVFormat; // RenderTarget format.
DXGI_FORMAT DSVFormat; // DepthStencilView format.
void* UserData;

// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// Allocating SRV descriptors for textures is up to the application, so we provide callbacks.
// (current version of the backend will only allocate one descriptor, future versions will need to allocate more)
ID3D12DescriptorHeap* SrvDescriptorHeap;
void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle);
void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those.
D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor;
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
};

// Before calling the render function, caller must prepare the command list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
typedef struct ImDrawData_t ImDrawData;
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
CIMGUI_IMPL_API bool cImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
CIMGUI_IMPL_API bool cImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info);
CIMGUI_IMPL_API void cImGui_ImplDX12_Shutdown(void);
CIMGUI_IMPL_API void cImGui_ImplDX12_NewFrame(void);
CIMGUI_IMPL_API void cImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy initialization API Obsoleted in 1.91.5
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap'
CIMGUI_IMPL_API bool cImGui_ImplDX12_InitID3D12DevicePtr(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Use if you want to reset your rendering device without losing Dear ImGui state.
CIMGUI_IMPL_API bool cImGui_ImplDX12_CreateDeviceObjects(void);
CIMGUI_IMPL_API void cImGui_ImplDX12_InvalidateDeviceObjects(void);
Expand Down
3 changes: 2 additions & 1 deletion dcimgui/backends/cimgui_impl_dx9.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9.

// 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.
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_glfw.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.

// 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.
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_glut.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@

// Implemented features:
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5]
// Issues:
// Missing features or Issues:
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
// [ ] Platform: Missing horizontal mouse wheel support.
// [ ] Platform: Missing mouse cursor shape/visibility support.
Expand Down
2 changes: 2 additions & 0 deletions dcimgui/backends/cimgui_impl_opengl2.h
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,8 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// Missing features or Issues:
// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).

// 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.
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_opengl3.h
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]

// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
Expand Down
6 changes: 3 additions & 3 deletions dcimgui/backends/cimgui_impl_sdl2.h
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
Expand Down Expand Up @@ -55,8 +55,8 @@ typedef enum
ImGui_ImplSDL2_GamepadMode_AutoAll,
ImGui_ImplSDL2_GamepadMode_Manual,
} ImGui_ImplSDL2_GamepadMode;
CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode); // Implied manual_gamepads_array = NULL, manual_gamepads_count = -1
CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadModeEx(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array /* = NULL */, int manual_gamepads_count /* = -1 */);
CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1
CIMGUI_IMPL_API void cImGui_ImplSDL2_SetGamepadModeEx(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array /* = nullptr */, int manual_gamepads_count /* = -1 */);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
Expand Down
7 changes: 4 additions & 3 deletions dcimgui/backends/cimgui_impl_sdl3.h
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,8 @@
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: IME support.

// 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.
Expand Down Expand Up @@ -56,8 +57,8 @@ typedef enum
ImGui_ImplSDL3_GamepadMode_AutoAll,
ImGui_ImplSDL3_GamepadMode_Manual,
} ImGui_ImplSDL3_GamepadMode;
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode); // Implied manual_gamepads_array = NULL, manual_gamepads_count = -1
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadModeEx(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array /* = NULL */, int manual_gamepads_count /* = -1 */);
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadModeEx(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array /* = nullptr */, int manual_gamepads_count /* = -1 */);
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_sdlrenderer2.h
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,7 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
Expand Down
2 changes: 1 addition & 1 deletion dcimgui/backends/cimgui_impl_sdlrenderer3.h
Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@

// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.

// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
Expand Down
Loading

0 comments on commit 2cdf32f

Please sign in to comment.