imgui_sdl3/
lib.rs

1//! # Getting started
2//!
3//! ```rust,no_run
4//! use imgui_sdl3::ImGuiSdl3;
5//! use sdl3::{event::Event, gpu::*, pixels::Color};
6//!
7//! fn main() -> Result<(), Box<dyn std::error::Error>> {
8//!     // initialize SDL and its video subsystem
9//!     let mut sdl = sdl3::init()?;
10//!     let video_subsystem = sdl.video()?;
11//!
12//!     // create a new window
13//!     let window = video_subsystem
14//!         .window("Hello imgui-rs!", 1280, 720)
15//!         .position_centered()
16//!         .resizable()
17//!         .build()?;
18//!
19//!     let device = Device::new(ShaderFormat::SPIRV, true)?.with_window(&window)?;
20
21//!     // create platform and renderer
22//!     let mut imgui = ImGuiSdl3::new(&device, &window, |ctx| {
23//!         // disable creation of files on disc
24//!         ctx.set_ini_filename(None);
25//!         ctx.set_log_filename(None);
26//!
27//!         // setup platform and renderer, and fonts to imgui
28//!         ctx.fonts()
29//!             .add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
30//!     });
31//!
32//!     // start main loop
33//!     let mut event_pump = sdl.event_pump()?;
34//!
35//!     'main: loop {
36//!         for event in event_pump.poll_iter() {
37//!             // pass all events to imgui platform
38//!             imgui.handle_event(&event);
39//!
40//!             if let Event::Quit { .. } = event {
41//!                 break 'main;
42//!             }
43//!         }
44//!
45//!         let mut command_buffer = device.acquire_command_buffer()?;
46//!
47//!         if let Ok(swapchain) = command_buffer.wait_and_acquire_swapchain_texture(&window) {
48//!             let color_targets = [ColorTargetInfo::default()
49//!                 .with_texture(&swapchain)
50//!                 .with_load_op(LoadOp::CLEAR)
51//!                 .with_store_op(StoreOp::STORE)
52//!                 .with_clear_color(Color::RGB(128, 128, 128))];
53//!
54//!             imgui.render(
55//!                 &mut sdl,
56//!                 &device,
57//!                 &window,
58//!                 &event_pump,
59//!                 &mut command_buffer,
60//!                 &color_targets,
61//!                 |ui| {
62//!                     // create imgui UI here
63//!                     ui.show_demo_window(&mut true);
64//!                 },
65//!             );
66//!
67//!             command_buffer.submit()?;
68//!         } else {
69//!             println!("Swapchain unavailable, cancel work");
70//!             command_buffer.cancel();
71//!         }
72//!     }
73//!
74//!     Ok(())
75//! }
76//! ```
77
78#![crate_name = "imgui_sdl3"]
79#![crate_type = "lib"]
80
81pub mod platform;
82pub mod renderer;
83pub mod utils;
84use platform::Platform;
85use renderer::Renderer;
86use sdl3::gpu::*;
87
88/// Main integration point for using Dear ImGui with SDL3 + GPU rendering
89pub struct ImGuiSdl3 {
90    imgui_context: imgui::Context, // Dear ImGui context (state, configuration, fonts, etc.)
91    platform: Platform,            // Handles SDL3 platform event integration
92    renderer: Renderer,            // Handles GPU rendering of ImGui draw data
93}
94
95impl ImGuiSdl3 {
96    /// Create a new ImGuiSdl3 instance
97    ///
98    /// - `device`: GPU device handle from SDL3
99    /// - `window`: SDL3 window reference
100    /// - `ctx_configure`: Closure to configure the ImGui context (fonts, styles, etc.)
101    pub fn new<T>(device: &sdl3::gpu::Device, window: &sdl3::video::Window, ctx_configure: T) -> Self
102    where
103        T: Fn(&mut imgui::Context), // Allows custom configuration of the ImGui context
104    {
105        // Create a fresh Dear ImGui context
106        let mut imgui_context = imgui::Context::create();
107
108        // Apply user-provided configuration to the context
109        ctx_configure(&mut imgui_context);
110
111        // Set up SDL3 platform integration (input handling, DPI scaling, etc.)
112        let platform = Platform::new(&mut imgui_context);
113
114        // Set up the GPU renderer for drawing ImGui's UI
115        let renderer = Renderer::new(device, window, &mut imgui_context).unwrap();
116
117        Self {
118            imgui_context,
119            platform,
120            renderer,
121        }
122    }
123
124    /// Pass SDL3 events to ImGui so it can handle inputs (mouse, keyboard, etc.)
125    pub fn handle_event(&mut self, event: &sdl3::event::Event) {
126        self.platform.handle_event(&mut self.imgui_context, event);
127    }
128
129    /// Render an ImGui frame
130    ///
131    /// - `sdl_context`: SDL3 main context
132    /// - `device`: GPU device handle
133    /// - `window`: SDL3 window reference
134    /// - `event_pump`: SDL3 event pump for polling events
135    /// - `command_buffer`: GPU command buffer for recording draw commands
136    /// - `color_targets`: Color target attachments for rendering
137    /// - `draw_callback`: Closure to build the UI each frame
138    #[allow(clippy::too_many_arguments)]
139    pub fn render<T>(
140        &mut self,
141        sdl_context: &mut sdl3::Sdl,
142        device: &sdl3::gpu::Device,
143        window: &sdl3::video::Window,
144        event_pump: &sdl3::EventPump,
145        command_buffer: &mut CommandBuffer,
146        color_targets: &[ColorTargetInfo],
147        mut draw_callback: T,
148    ) where
149        T: FnMut(&mut imgui::Ui), // Function that takes a mutable reference to the UI builder
150    {
151        // Prepare ImGui for a new frame (update input state, time step, etc.)
152        self.platform
153            .prepare_frame(sdl_context, &mut self.imgui_context, window, event_pump);
154
155        // Start a new ImGui frame and get the UI object
156        let ui = self.imgui_context.new_frame();
157
158        // Call the user-provided draw function to build the UI
159        draw_callback(ui);
160
161        // Render the ImGui draw data to the GPU
162        self.renderer
163            .render(device, command_buffer, color_targets, &mut self.imgui_context)
164            .unwrap();
165    }
166
167    pub fn push_texture(&mut self, texture: Texture<'static>, sampler: Sampler) -> imgui::TextureId {
168        self.renderer.push_texture(texture, sampler)
169    }
170}