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().unwrap();
10//! let video_subsystem = sdl.video().unwrap();
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//! .unwrap();
19//!
20//! let device = Device::new(ShaderFormat::SPIRV, true)
21//! .unwrap()
22//! .with_window(&window)
23//! .unwrap();
24//!
25//! // create platform and renderer
26//! let mut imgui = ImGuiSdl3::new(&device, &window, |ctx| {
27//! // disable creation of files on disc
28//! ctx.set_ini_filename(None);
29//! ctx.set_log_filename(None);
30//!
31//! // setup platform and renderer, and fonts to imgui
32//! ctx.fonts()
33//! .add_font(&[imgui::FontSource::DefaultFontData { config: None }]);
34//! });
35//!
36//! // start main loop
37//! let mut event_pump = sdl.event_pump().unwrap();
38//!
39//! 'main: loop {
40//! for event in event_pump.poll_iter() {
41//! // pass all events to imgui platform
42//! imgui.handle_event(&event);
43//!
44//! if let Event::Quit { .. } = event {
45//! break 'main;
46//! }
47//! }
48//!
49//! let mut command_buffer = device.acquire_command_buffer()?;
50//!
51//! if let Ok(swapchain) = command_buffer.wait_and_acquire_swapchain_texture(&window) {
52//! let color_targets = [ColorTargetInfo::default()
53//! .with_texture(&swapchain)
54//! .with_load_op(LoadOp::CLEAR)
55//! .with_store_op(StoreOp::STORE)
56//! .with_clear_color(Color::RGB(128, 128, 128))];
57//!
58//! imgui.render(
59//! &mut sdl,
60//! &device,
61//! &window,
62//! &event_pump,
63//! &mut command_buffer,
64//! &color_targets,
65//! |ui| {
66//! // create imgui UI here
67//! ui.show_demo_window(&mut true);
68//! },
69//! );
70//!
71//! command_buffer.submit()?;
72//! } else {
73//! println!("Swapchain unavailable, cancel work");
74//! command_buffer.cancel();
75//! }
76//! }
77//!
78//! Ok(())
79//! }
80//! ```
81//!
82//! # Feature Flags
83//!
84//! | Name | Description |
85//! |---------------------|--------------------------------------|
86//! | `imoguizmo` | Add an interactive orientation gizmo |
87
88#![crate_name = "imgui_sdl3"]
89#![crate_type = "lib"]
90
91#[cfg(feature = "imoguizmo")]
92pub mod imoguizmo;
93pub mod platform;
94pub mod renderer;
95pub mod utils;
96use platform::Platform;
97use renderer::Renderer;
98use sdl3::gpu::*;
99
100/// Main integration point for using Dear ImGui with SDL3 + GPU rendering
101pub struct ImGuiSdl3 {
102 imgui_context: imgui::Context, // Dear ImGui context (state, configuration, fonts, etc.)
103 platform: Platform, // Handles SDL3 platform event integration
104 renderer: Renderer, // Handles GPU rendering of ImGui draw data
105}
106
107impl ImGuiSdl3 {
108 /// Create a new ImGuiSdl3 instance
109 ///
110 /// - `device`: GPU device handle from SDL3
111 /// - `window`: SDL3 window reference
112 /// - `ctx_configure`: Closure to configure the ImGui context (fonts, styles, etc.)
113 pub fn new<T>(device: &sdl3::gpu::Device, window: &sdl3::video::Window, ctx_configure: T) -> Self
114 where
115 T: Fn(&mut imgui::Context), // Allows custom configuration of the ImGui context
116 {
117 // Create a fresh Dear ImGui context
118 let mut imgui_context = imgui::Context::create();
119
120 // Apply user-provided configuration to the context
121 ctx_configure(&mut imgui_context);
122
123 // Set up SDL3 platform integration (input handling, DPI scaling, etc.)
124 let platform = Platform::new(&mut imgui_context);
125
126 // Set up the GPU renderer for drawing ImGui's UI
127 let renderer = Renderer::new(device, window, &mut imgui_context).unwrap();
128
129 Self {
130 imgui_context,
131 platform,
132 renderer,
133 }
134 }
135
136 /// Pass SDL3 events to ImGui so it can handle inputs (mouse, keyboard, etc.)
137 pub fn handle_event(&mut self, event: &sdl3::event::Event) {
138 self.platform.handle_event(&mut self.imgui_context, event);
139 }
140
141 /// Render an ImGui frame
142 ///
143 /// - `sdl_context`: SDL3 main context
144 /// - `device`: GPU device handle
145 /// - `window`: SDL3 window reference
146 /// - `event_pump`: SDL3 event pump for polling events
147 /// - `command_buffer`: GPU command buffer for recording draw commands
148 /// - `color_targets`: Color target attachments for rendering
149 /// - `draw_callback`: Closure to build the UI each frame
150 #[allow(clippy::too_many_arguments)]
151 pub fn render<T>(
152 &mut self,
153 sdl_context: &mut sdl3::Sdl,
154 device: &sdl3::gpu::Device,
155 window: &sdl3::video::Window,
156 event_pump: &sdl3::EventPump,
157 command_buffer: &mut CommandBuffer,
158 color_targets: &[ColorTargetInfo],
159 mut draw_callback: T,
160 ) where
161 T: FnMut(&mut imgui::Ui), // Function that takes a mutable reference to the UI builder
162 {
163 // Prepare ImGui for a new frame (update input state, time step, etc.)
164 self.platform
165 .prepare_frame(sdl_context, &mut self.imgui_context, window, event_pump);
166
167 // Start a new ImGui frame and get the UI object
168 let ui = self.imgui_context.new_frame();
169
170 // Call the user-provided draw function to build the UI
171 draw_callback(ui);
172
173 // Render the ImGui draw data to the GPU
174 self.renderer
175 .render(device, command_buffer, color_targets, &mut self.imgui_context)
176 .unwrap();
177 }
178}