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SpaceCadetPinball/SpaceCadetPinball/imgui_sdl.h

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#pragma once
struct ImDrawData;
struct SDL_Renderer;
namespace ImGuiSDL
{
// Call this to initialize the SDL renderer device that is internally used by the renderer.
void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight);
// Call this before destroying your SDL renderer or ImGui to ensure that proper cleanup is done. This doesn't do anything critically important though,
// so if you're fine with small memory leaks at the end of your application, you can even omit this.
void Deinitialize();
// Call this every frame after ImGui::Render with ImGui::GetDrawData(). This will use the SDL_Renderer provided to the interfrace with Initialize
// to draw the contents of the draw data to the screen.
void Render(ImDrawData* drawData);
}