Backends: SDL_Renderer: Added renderer backend for SDL 2.0.17+ (#3926)
(Squashed 20 commits)features/potocpav-newer-lines-2
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// dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL
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// (Requires: SDL 2.0.17+)
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// Implemented features:
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2021-16-03: Creation
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#include "imgui.h" |
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#include "imgui_impl_sdlrenderer.h" |
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t |
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#else |
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#include <stdint.h> // intptr_t |
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#endif |
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#include "SDL.h" |
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#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17 |
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# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function |
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#endif |
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struct ImGui_ImplSDLRenderer_Data |
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{ |
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SDL_Renderer *SDLRenderer; |
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SDL_Texture *FontTexture; |
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ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; |
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} |
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// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); |
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IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); |
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_SDLRenderer"; |
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bd->SDLRenderer = renderer; |
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return true; |
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} |
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void ImGui_ImplSDLRenderer_Shutdown() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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ImGui_ImplSDLRenderer_DestroyDeviceObjects(); |
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io.BackendRendererName = NULL; |
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io.BackendRendererUserData = NULL; |
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IM_DELETE(bd); |
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} |
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static void ImGui_ImplSDLRenderer_SetupRenderState() |
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{ |
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ImGui_ImplSDLRenderer_Data *bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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// Clear out any viewports and cliprects set by the user
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SDL_RenderSetViewport(bd->SDLRenderer, NULL); |
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SDL_RenderSetClipRect(bd->SDLRenderer, NULL); |
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} |
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void ImGui_ImplSDLRenderer_NewFrame() |
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{ |
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); |
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if (!bd->FontTexture) { |
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ImGui_ImplSDLRenderer_CreateDeviceObjects(); |
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} |
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} |
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) |
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{ |
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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// If there's a scale factor set by the user, use that instead
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float rsX = 1.0f; |
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float rsY = 1.0f; |
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SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY); |
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ImVec2 renderScale; |
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// If the user has specified a scale factor to SDL_Renderer already (via SDL_RenderSetScale()), SDL will scale whatever we pass
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// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
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renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
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renderScale.y = (rsY == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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int fb_width = (int)(draw_data->DisplaySize.x * renderScale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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// Will project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
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ImVec2 clip_scale = renderScale; |
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ImGui_ImplSDLRenderer_SetupRenderState(); |
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for (int n = 0; n < draw_data->CmdListsCount; n++) { |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) { |
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ImGui_ImplSDLRenderer_SetupRenderState(); |
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} else {
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space
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ImVec4 clip_rect; |
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; |
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; |
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; |
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; |
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) |
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{ |
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SDL_Rect r; |
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r.x = clip_rect.x; |
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r.y = clip_rect.y; |
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r.w = clip_rect.z - clip_rect.x; |
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r.h = clip_rect.w - clip_rect.y; |
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SDL_RenderSetClipRect(bd->SDLRenderer, &r); |
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int xy_stride = sizeof(ImDrawVert); |
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float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)); |
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int uv_stride = sizeof(ImDrawVert); |
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float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)); |
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int col_stride = sizeof(ImDrawVert); |
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int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)); |
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SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId; |
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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xy, xy_stride, color, |
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col_stride,
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uv, uv_stride,
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cmd_list->VtxBuffer.Size, |
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idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx)); |
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} |
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} |
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idx_buffer += pcmd->ElemCount; |
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} |
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} |
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} |
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer_CreateFontsTexture() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); |
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if (bd->FontTexture == NULL) { |
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SDL_Log("error creating texture"); |
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return false; |
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} |
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SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); |
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); |
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
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return true; |
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} |
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void ImGui_ImplSDLRenderer_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
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if (bd->FontTexture) { |
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io.Fonts->SetTexID(0); |
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SDL_DestroyTexture(bd->FontTexture); |
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bd->FontTexture = NULL; |
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} |
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} |
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bool ImGui_ImplSDLRenderer_CreateDeviceObjects() |
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{ |
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return ImGui_ImplSDLRenderer_CreateFontsTexture(); |
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} |
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void ImGui_ImplSDLRenderer_DestroyDeviceObjects() |
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{ |
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ImGui_ImplSDLRenderer_DestroyFontsTexture(); |
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} |
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// dear imgui: Renderer Backend for SDL using SDL_Renderer
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// (Requires: SDL 2.0.17+)
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#pragma once |
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#include "imgui.h" // IMGUI_IMPL_API |
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struct SDL_Renderer; |
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); |
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); |
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); |
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#
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# Cross Platform Makefile
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# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
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#
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# You will need SDL2 (http://www.libsdl.org):
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# Linux:
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# apt-get install libsdl2-dev
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# Mac OS X:
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# brew install sdl2
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# MSYS2:
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# pacman -S mingw-w64-i686-SDL2
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#
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl_sdlrenderer
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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CXXFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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CXXFLAGS += -g -Wall -Wformat
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LIBS =
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##---------------------------------------------------------------------
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## BUILD FLAGS PER PLATFORM
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##---------------------------------------------------------------------
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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LIBS += -lGL -ldl `sdl2-config --libs`
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CXXFLAGS += `sdl2-config --cflags`
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(UNAME_S), Darwin) #APPLE
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ECHO_MESSAGE = "Mac OS X"
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LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
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LIBS += -L/usr/local/lib -L/opt/local/lib
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CXXFLAGS += `sdl2-config --cflags`
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CXXFLAGS += -I/usr/local/include -I/opt/local/include
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CFLAGS = $(CXXFLAGS)
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endif |
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ifeq ($(OS), Windows_NT) |
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ECHO_MESSAGE = "MinGW"
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LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
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CXXFLAGS += `pkg-config --cflags sdl2`
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CFLAGS = $(CXXFLAGS)
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endif |
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp |
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE) |
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@echo Build complete for $(ECHO_MESSAGE)
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$(EXE): $(OBJS) |
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$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
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clean: |
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rm -f $(EXE) $(OBJS)
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# How to Build |
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- On Windows with Visual Studio's CLI |
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``` |
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set SDL2_DIR=path_to_your_sdl2_folder |
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console |
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# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries |
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# or for 64-bit: |
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cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console |
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``` |
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- On Linux and similar Unixes |
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``` |
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL |
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``` |
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- On Mac OS X |
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``` |
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brew install sdl2 |
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c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl.cpp ../../backends/imgui_impl_sdlrenderer.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl |
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``` |
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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@set OUT_DIR=Debug |
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@set OUT_EXE=example_sdl_sdlrenderer_ |
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@set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include |
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@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp |
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@set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib |
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mkdir %OUT_DIR% |
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cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
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// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// See imgui_impl_sdl.cpp for details.
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// (Requires: SDL 2.0.17+)
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#include "imgui.h" |
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#include "imgui_impl_sdl.h" |
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#include "imgui_impl_sdlrenderer.h" |
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#include <stdio.h> |
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#include <SDL.h> |
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#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17 |
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# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function |
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#endif |
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// Main code
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int main(int, char**) |
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{ |
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// Setup SDL
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// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) |
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{ |
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printf("Error: %s\n", SDL_GetError()); |
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return -1; |
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} |
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// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles2");
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// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
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// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
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// Setup window
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); |
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); |
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); |
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window); |
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SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); |
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if (renderer == NULL) { |
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SDL_Log("Error creating SDL renderer"); |
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return false; |
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} else { |
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SDL_RendererInfo info; |
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SDL_GetRendererInfo(renderer, &info); |
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SDL_Log("Current SDL Renderer: %s", info.name); |
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} |
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ImGui_ImplSDLRenderer_Init(renderer); |
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true; |
||||
bool show_another_window = false; |
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
||||
|
||||
// Main loop
|
||||
bool done = false; |
||||
while (!done) |
||||
{ |
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event; |
||||
while (SDL_PollEvent(&event)) |
||||
{ |
||||
ImGui_ImplSDL2_ProcessEvent(&event); |
||||
if (event.type == SDL_QUIT) |
||||
done = true; |
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window)) |
||||
done = true; |
||||
} |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplSDLRenderer_NewFrame(); |
||||
ImGui_ImplSDL2_NewFrame(window); |
||||
ImGui::NewFrame(); |
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window) |
||||
ImGui::ShowDemoWindow(&show_demo_window); |
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{ |
||||
static float f = 0.0f; |
||||
static int counter = 0; |
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window); |
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++; |
||||
ImGui::SameLine(); |
||||
ImGui::Text("counter = %d", counter); |
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window) |
||||
{ |
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!"); |
||||
if (ImGui::Button("Close Me")) |
||||
show_another_window = false; |
||||
ImGui::End(); |
||||
} |
||||
|
||||
// Rendering
|
||||
ImGui::Render(); |
||||
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); |
||||
|
||||
SDL_RenderPresent(renderer); |
||||
} |
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer_Shutdown(); |
||||
ImGui_ImplSDL2_Shutdown(); |
||||
ImGui::DestroyContext(); |
||||
|
||||
SDL_DestroyRenderer(renderer); |
||||
SDL_DestroyWindow(window); |
||||
SDL_Quit(); |
||||
|
||||
return 0; |
||||
} |
Loading…
Reference in New Issue