dear-imgui-sdl3 0.11.0

SDL3 platform backend with optional OpenGL3 renderer for dear-imgui-rs
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dear-imgui-sdl3

SDL3 platform backend (with optional OpenGL3 renderer) for the dear-imgui-rs crate. This wraps the official Dear ImGui C++ backends:

  • imgui_impl_sdl3.cpp (platform layer)
  • imgui_impl_opengl3.cpp (OpenGL3 renderer, via the shared sys shim)
  • imgui_impl_sdlrenderer3.cpp (SDLRenderer (canvas) renderer, via the shared sys shim)

and exposes a small, Rust-friendly API that plugs into an existing dear-imgui-rs::Context.

Typical use cases:

  • Drive Dear ImGui input from an SDL3 window (keyboard/mouse/gamepad/IME).
  • Render Dear ImGui via the official OpenGL3 backend.
  • Use SDL3 only for the platform layer together with a Rust renderer (e.g. dear-imgui-glow or dear-imgui-wgpu).

Notes

  • This crate assumes a single Dear ImGui context and a single SDL3 event pump. The upstream SDL3 backend notes that multi-context usage is not well tested and may be dysfunctional.
  • The upstream SDL3 backend source is compiled from the Dear ImGui tree packaged by dear-imgui-sys, while this crate keeps the SDL3-specific build logic, Rust API, and SDL3 wrapper boundary.
  • When opengl3-renderer is enabled, this crate uses the shared OpenGL3 backend shim exported by dear-imgui-sys instead of compiling a second local OpenGL3 wrapper layer.

Features

  • opengl3-renderer: enables the shared official OpenGL3 renderer shim from dear-imgui-sys.
  • multi-viewport: enables multi-viewport helpers (requires dear-imgui-rs/multi-viewport).

Platform-only usage (SDL3 + WGPU/Glow, no official OpenGL3 renderer):

dear-imgui-sdl3 = { version = "0.11.0", default-features = false }

Enable the official OpenGL3 renderer:

dear-imgui-sdl3 = { version = "0.11.0", features = ["opengl3-renderer"] }

Enable the official SDLRenderer3 renderer:

dear-imgui-sdl3 = { version = "0.11.0", features = ["sdlrenderer3-renderer"] }

Compatibility

Item Version
Crate 0.11.0
dear-imgui-rs 0.11.0
SDL3 crate 0.17
sdl3-sys 0.6

See also: docs/COMPATIBILITY.md for the full workspace matrix.

Quick Start

Minimal SDL3 + OpenGL3 flow (single window):

use dear_imgui_rs::{Context, Condition};
use dear_imgui_sdl3::{
    enable_native_ime_ui, init_for_opengl, new_frame, render, sdl3_poll_event_ll,
    process_sys_event,
};
use sdl3::{video::GLProfile, EventPump};

fn main() -> Result<(), Box<dyn std::error::Error>> {
    // SDL3 initialization (simplified)
    let sdl = sdl3::init()?;
    let video = sdl.video()?;

    // Recommended on IME-heavy platforms (Windows/Asia locales)
    enable_native_ime_ui();

    // Configure GL context attributes
    {
        let gl_attr = video.gl_attr();
        gl_attr.set_context_profile(GLProfile::Core);
        gl_attr.set_context_version(3, 3);
    }

    let window = video
        .window("Dear ImGui + SDL3 + OpenGL", 1280, 720)
        .opengl()
        .resizable()
        .build()?;
    let gl_context = window.gl_create_context()?;
    window.gl_make_current(&gl_context)?;

    // ImGui context
    let mut imgui = Context::create();

    // Initialize SDL3 + OpenGL3 backends
    init_for_opengl(&mut imgui, &window, &gl_context, "#version 150")?;

    let mut event_pump: EventPump = sdl.event_pump()?;
    'main: loop {
        // 1) Poll SDL3 events and feed ImGui
        while let Some(event) = sdl3_poll_event_ll() {
            if process_sys_event(&event) {
                // ImGui consumed the event; continue if you do not need it.
            }

            // Handle your own events or quit logic as needed...
        }

        // 2) Start a new frame for the SDL3 + OpenGL backends
        new_frame(&mut imgui);
        let ui = imgui.frame();

        // 3) Build UI
        ui.window("Hello")
            .size([400.0, 300.0], Condition::FirstUseEver)
            .build(|| {
                ui.text("ImGui + SDL3 + OpenGL3");
            });

        // 4) Render via OpenGL backend
        let draw_data = imgui.render();
        unsafe {
            use sdl3::video::Window;
            use sdl3::video::GLContext;
            // Make context current if needed, clear framebuffer, etc.
            // window.gl_make_current(&gl_context)?;
        }
        render(&draw_data);
        window.gl_swap_window();
    }
}

APIs of interest (see src/lib.rs for full docs):

  • init_for_opengl(&mut Context, &Window, &GLContext, &str): initialize SDL3 platform + OpenGL3 renderer.
  • init_for_opengl_default(&mut Context, &Window, &GLContext): initialize SDL3 platform + OpenGL3 renderer using the upstream default GLSL version.
  • init_platform_for_opengl(&mut Context, &Window, &GLContext): initialize only the platform backend (for use with Rust OpenGL renderers).
  • init_for_other(&mut Context, &Window): initialize only the platform backend (for use with WGPU or other APIs).
  • init_for_vulkan(&mut Context, &Window) / init_for_metal(&mut Context, &Window) / init_for_d3d(&mut Context, &Window) / init_for_sdl_gpu(&mut Context, &Window): initialize the SDL3 platform backend for specific renderer families (use init_for_vulkan for Vulkan multi-viewport support).
  • unsafe init_for_sdl_renderer(&mut Context, &Window, *mut SDL_Renderer): initialize SDL3 platform backend for SDL_Renderer-based renderers.
  • shutdown_for_opengl(&mut Context) / shutdown(&mut Context): shut down the backends before destroying the ImGui context or window.
  • new_frame(&mut Context): begin a frame for SDL3 + OpenGL3.
  • sdl3_new_frame(&mut Context): begin a frame for SDL3 platform only.
  • sdl3_poll_event_ll() -> Option<SDL_Event> and process_sys_event(&SDL_Event) -> bool: low-level event polling/processing helpers.
  • render(&DrawData): render Dear ImGui draw data via the OpenGL3 backend.
  • update_texture(&mut TextureData): advanced helper that delegates texture updates to ImGui_ImplOpenGL3_UpdateTexture.
  • create_device_objects() / destroy_device_objects(): advanced OpenGL3 helpers mirroring upstream device object management.

SDL3 & Build Requirements

The crate depends on:

  • sdl3 and sdl3-sys for SDL3 bindings.
  • A system SDL3 installation or a build-from-source configuration (OS-dependent).

Build behavior is aligned with Cargo.toml:

  • Linux / Windows

    • The sdl3 dependency is configured with features = ["build-from-source"].
    • This means SDL3 is downloaded and built via CMake and does not require a pre-installed system SDL3 library.
    • You still need a working C toolchain (compiler, linker, CMake).
  • macOS

    • The crate expects a system SDL3 install (for example via Homebrew):
      • brew install sdl3
    • SDL3 headers are typically found under:
      • /opt/homebrew/include/SDL3/SDL.h (Apple Silicon)
      • /usr/local/include/SDL3/SDL.h (Intel / custom setups)
    • Linking parameters are handled by sdl3-sys / sdl3; this crate only needs the headers to build the C++ backend sources.
  • iOS

    • The crate depends on the safe sdl3 crate on iOS targets as well, but it does not force one SDL3 acquisition strategy.
    • Treat this as an app-owned integration route:
      • provide SDL3 headers yourself and set SDL3_INCLUDE_DIR when discovery is not enough
      • make the final application dependency graph enable sdl3/build-from-source
      • or use an app-owned SDL3.xcframework / sdl3/link-framework setup
    • The consuming app still owns:
      • SDL3 framework packaging
      • the host main entry point (SDL_RunApp or an sdl3-main callback setup)
      • Xcode signing and bundle layout
    • A repository-owned integration shape lives in examples-ios/dear-imgui-ios-sdl3-smoke/.
    • That smoke template now includes a checked-in Xcode host stub which keeps the packaging boundary explicit: it can either consume an app-owned SDL3.framework / SDL3.xcframework, or build SDL3.framework from the upstream SDL source distributed through sdl3-src.
  • Android

    • The crate depends on the safe sdl3 crate on Android targets as well, but it does not force sdl3/build-from-source.
    • Android application / NDK / activity packaging still belongs to the consuming application.
    • Treat this as a supported integration direction, not a zero-config turn-key path.
    • There are two supported ways to satisfy the SDL3 headers needed by this crate:
      • provide SDL3 headers yourself and set SDL3_INCLUDE_DIR when discovery is not enough
      • make the final application dependency graph enable sdl3/build-from-source, so sdl3-sys exports headers via DEP_SDL3_OUT_DIR

Header Search Order and SDL3_INCLUDE_DIR

For cases where a system SDL3 is used, build.rs locates the headers in the following order:

  1. SDL3_INCLUDE_DIR environment variable (highest priority).
  2. pkg-config sdl3 (if available).
  3. A small set of common default paths (e.g. /opt/homebrew/include, /usr/local/include, /opt/local/include).

1. Explicit SDL3_INCLUDE_DIR

Set this when SDL3 is installed in a non-standard location:

  • macOS (custom Homebrew prefix):

    export SDL3_INCLUDE_DIR=/opt/homebrew/include
    
    
  • Linux (hand-built SDL3):

    export SDL3_INCLUDE_DIR=/opt/sdl3/include
    
    
  • Windows (PowerShell, headers under C:\libs\SDL3\include):

    $env:SDL3_INCLUDE_DIR="C:\libs\SDL3\include"
    

build.rs adds this directory to the C/C++ include path and expects to find SDL3/SDL.h under it.

This is the preferred Android route when your application already owns the SDL3 integration (Gradle/NDK/Prefab/custom packaging) and just needs dear-imgui-sdl3 to compile the official Dear ImGui SDL3 backend sources.

2. pkg-config sdl3

If SDL3_INCLUDE_DIR is not set, the build script tries:

pkg-config --cflags sdl3

On success, the reported include_paths are added to the compiler flags. This is the preferred route for most Linux distributions and pkg-config-enabled macOS setups.

3. Fallback paths

If both the environment variable and pkg-config checks fail, build.rs tries a few common include roots (such as Homebrew / MacPorts locations) and looks for SDL3/SDL.h there.

4. sdl3/build-from-source feature unification

If the final dependency graph enables sdl3/build-from-source, sdl3-sys builds SDL3 from source and exports DEP_SDL3_OUT_DIR. This crate will then reuse DEP_SDL3_OUT_DIR/include automatically.

This is especially useful when the application wants Cargo to drive the SDL3 build instead of relying on a system install.

When Headers Cannot Be Found

If the build script cannot locate SDL3 headers, it will panic with a message similar to:

dear-imgui-sdl3: could not find SDL3 headers.
Install SDL3 development files (e.g. brew install sdl3)
or set SDL3_INCLUDE_DIR to the SDL3 include path.

To fix this:

  1. Install SDL3 development packages and verify pkg-config sdl3 works, or
  2. Set SDL3_INCLUDE_DIR to the correct include root, or
  3. Enable sdl3/build-from-source in the final dependency graph so sdl3-sys exports SDL3 headers via DEP_SDL3_OUT_DIR.

Android Integration Notes

Android integration in this crate should be understood as a low-friction path, not as a turn-key Android application template.

Recommended model:

  1. The consuming application owns SDL3 Android packaging, entry-point, and NDK toolchain decisions.
  2. dear-imgui-sdl3 owns the Dear ImGui SDL3 backend wrapper and can reuse whatever SDL3 headers the application chose to provide.
  3. If the application wants Cargo to build SDL3 from source, it should add a direct sdl3 dependency with features = ["build-from-source"].

Example:

[dependencies]

dear-imgui-sdl3 = { version = "0.11.0", features = ["opengl3-renderer"] }
sdl3 = { version = "0.17", features = ["build-from-source"] }

On Android, that route usually also requires the standard SDL/NDK build toolchain environment expected by sdl3-sys, for example:

  • ANDROID_NDK / ANDROID_NDK_HOME
  • ANDROID_ABI / CMAKE_ANDROID_ARCH_ABI (for example arm64-v8a)
  • CMAKE_TOOLCHAIN_FILE
  • CMAKE_GENERATOR=Ninja
  • a working ninja executable

In practice, this usually means the final application should drive the Android build through a tool that already owns the ABI/toolchain contract (cargo-ndk, Gradle+CMake, or an equivalent application build system) instead of expecting dear-imgui-sdl3 alone to infer the full Android CMake setup.

Common Android Failure Modes

If you choose the sdl3/build-from-source route on Android, the most common failures are application-toolchain issues rather than dear-imgui-sdl3 wrapper issues:

  • dear-imgui-sdl3: could not find SDL3 headers
    • Your final dependency graph did not actually enable sdl3/build-from-source, or your application did not provide SDL3_INCLUDE_DIR.
  • CMake was unable to find a build program corresponding to "Ninja"
    • sdl3-sys is trying to drive SDL3's Android CMake build, but your application environment did not make ninja available to CMake.
  • Android ABI mismatch during CMake compiler checks
    • Example shape: CMake defaults to armv7 while Rust is building aarch64-linux-android.
    • In that case the application usually needs to set ANDROID_ABI=arm64-v8a and/or CMAKE_ANDROID_ARCH_ABI=arm64-v8a, or use a tool such as cargo-ndk / Gradle+CMake that manages those values.

The important boundary is:

  • dear-imgui-sdl3 can reuse SDL3 once the application has made SDL3 headers and toolchain metadata available
  • dear-imgui-sdl3 does not try to become the Android application build system

PowerShell Sketch For aarch64-linux-android

If your application owns the Android build directly from Cargo, the setup often looks roughly like this before you invoke your actual app build command:

$ndk = $env:ANDROID_NDK_HOME
$llvm = Join-Path $ndk 'toolchains/llvm/prebuilt/windows-x86_64/bin'

$env:ANDROID_NDK = $ndk
$env:ANDROID_ABI = 'arm64-v8a'
$env:CMAKE_ANDROID_ARCH_ABI = 'arm64-v8a'
$env:CMAKE_TOOLCHAIN_FILE = Join-Path $ndk 'build/cmake/android.toolchain.cmake'
$env:CMAKE_GENERATOR = 'Ninja'

$env:CARGO_TARGET_AARCH64_LINUX_ANDROID_LINKER = Join-Path $llvm 'aarch64-linux-android24-clang.cmd'
$env:CC_aarch64_linux_android = Join-Path $llvm 'aarch64-linux-android24-clang.cmd'
$env:CXX_aarch64_linux_android = Join-Path $llvm 'aarch64-linux-android24-clang++.cmd'

This is not something dear-imgui-sdl3 can infer safely on behalf of the application. The final app build must own it.

If you do not want SDL3 at all, you can still build an Android backend manually on top of dear-imgui-rs plus dear-imgui-sys::backend_shim::{android, opengl3}.

IME and Gamepad Configuration

The underlying SDL3 ImGui backend supports IME and gamepad input. This crate exposes a couple of small helpers to configure them.

IME UI

On platforms with heavy IME usage (e.g. Chinese/Japanese/Korean locales), it is recommended to enable the native IME UI before creating any SDL3 windows:

// Call this before creating SDL3 windows.
dear_imgui_sdl3::enable_native_ime_ui();

This is a convenience wrapper over SDL_HINT_IME_SHOW_UI, and failures are treated as non-fatal.

Gamepad Mode

By default, the SDL3 backend opens the first available gamepad and feeds its state into Dear ImGui (the upstream default behavior).

You can switch to a mode where all detected gamepads are opened and merged:

use dear_imgui_sdl3::{set_gamepad_mode, GamepadMode};

// After init_for_opengl/init_for_other/init_platform_for_opengl:
set_gamepad_mode(GamepadMode::AutoAll);

This is useful for local multiplayer setups or testing environments.

For advanced use cases, you can also opt into manual gamepad selection by providing raw SDL_Gamepad* handles opened by your application:

// Safety: gamepads must be valid, opened SDL_Gamepad pointers.
unsafe {
    dear_imgui_sdl3::set_gamepad_mode_manual(&[gamepad1, gamepad2]);
}

Examples

The workspace includes several examples that use this backend:

Multi-viewport status on SDL3:

  • SDL3 + OpenGL3: multi-viewport is provided by the upstream C++ backends and considered stable for desktop use.

  • SDL3 + Glow: multi-viewport is experimental but functional on native targets.

  • SDL3 + WGPU: multi-viewport is experimental on native targets; WebGPU/wasm is single-window to match upstream imgui_impl_wgpu.

  • SDL3 + OpenGL3, multi-viewport:

    cargo run -p dear-imgui-examples --bin sdl3_opengl_multi_viewport --features "multi-viewport sdl3-opengl3"
    
    
  • SDL3 + OpenGL3, multi-viewport (Glow renderer wrapper):

    cargo run -p dear-imgui-examples --bin sdl3_glow_multi_viewport --features "multi-viewport sdl3-platform"
    
    
  • SDL3 + WGPU, single-window:

    cargo run -p dear-imgui-examples --bin sdl3_wgpu --features sdl3-platform
    
    
  • SDL3 + WGPU, multi-viewport (experimental, native only):

    cargo run -p dear-imgui-examples --bin sdl3_wgpu_multi_viewport --features sdl3-wgpu-multi-viewport
    
    

Note: WGPU multi-viewport support is experimental and only available on native targets via dear-imgui-wgpu/multi-viewport-sdl3. WebGPU/wasm remains single-window to match upstream imgui_impl_wgpu.