# Conflicts: # backends/imgui_impl_sdlrenderer.h # docs/CHANGELOG.txt # imgui.cppfeatures/sdl_renderer3_multiviewports
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// dear imgui: Renderer Backend for SDL_Renderer
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
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// be difficult to step out of those boundaries.
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// However, we understand it is a convenient choice to get an app started easily.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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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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// dear imgui: Renderer Backend for SDL_Renderer for SDL2
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// (Requires: SDL 2.0.17+)
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// Note how SDL_Renderer is an _optional_ component of SDL2.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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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_ImplSDLRenderer2_Init(SDL_Renderer* renderer); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); |
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); |
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); |
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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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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// 2023-05-30: Initial version.
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#include "imgui.h" |
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#include "imgui_impl_sdlrenderer3.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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// Clang warnings with -Weverything
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#if defined(__clang__) |
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#pragma clang diagnostic push |
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif |
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// SDL
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#include <SDL3/SDL.h> |
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#if !SDL_VERSION_ATLEAST(3,0,0) |
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#error This backend requires SDL 3.0.0+ |
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#endif |
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_Data |
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{ |
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SDL_Renderer* SDLRenderer; |
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SDL_Texture* FontTexture; |
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ImGui_ImplSDLRenderer3_Data() { memset((void*)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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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// Functions
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bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
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IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); |
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_sdlrenderer3"; |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->SDLRenderer = renderer; |
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return true; |
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} |
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void ImGui_ImplSDLRenderer3_Shutdown() |
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{ |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); |
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io.BackendRendererName = nullptr; |
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io.BackendRendererUserData = nullptr; |
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
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IM_DELETE(bd); |
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} |
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static void ImGui_ImplSDLRenderer3_SetupRenderState() |
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{ |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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SDL_SetRenderViewport(bd->SDLRenderer, nullptr); |
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SDL_SetRenderClipRect(bd->SDLRenderer, nullptr); |
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} |
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void ImGui_ImplSDLRenderer3_NewFrame() |
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{ |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?"); |
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if (!bd->FontTexture) |
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ImGui_ImplSDLRenderer3_CreateDeviceObjects(); |
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} |
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) |
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{ |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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// If there's a scale factor set by the user, use that instead
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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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float rsx = 1.0f; |
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float rsy = 1.0f; |
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SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy); |
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ImVec2 render_scale; |
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
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render_scale.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 * render_scale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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// Backup SDL_Renderer state that will be modified to restore it afterwards
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struct BackupSDLRendererState |
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{ |
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SDL_Rect Viewport; |
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bool ClipEnabled; |
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SDL_Rect ClipRect; |
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}; |
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BackupSDLRendererState old = {}; |
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old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; |
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SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); |
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SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); |
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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 = render_scale; |
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// Render command lists
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ImGui_ImplSDLRenderer3_SetupRenderState(); |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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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_ImplSDLRenderer3_SetupRenderState(); |
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else |
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pcmd->UserCallback(cmd_list, pcmd); |
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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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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } |
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; |
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SDL_SetRenderClipRect(bd->SDLRenderer, &r); |
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); |
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); |
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#if SDL_VERSION_ATLEAST(2,0,19) |
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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#else |
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const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
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#endif |
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); |
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex, |
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xy, (int)sizeof(ImDrawVert), |
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color, (int)sizeof(ImDrawVert), |
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uv, (int)sizeof(ImDrawVert), |
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cmd_list->VtxBuffer.Size - pcmd->VtxOffset, |
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idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); |
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} |
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} |
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} |
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// Restore modified SDL_Renderer state
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SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport); |
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SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); |
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} |
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer3_CreateFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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// Build texture atlas
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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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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); |
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if (bd->FontTexture == nullptr) |
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{ |
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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, nullptr, pixels, 4 * width); |
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); |
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); |
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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_ImplSDLRenderer3_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); |
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if (bd->FontTexture) |
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{ |
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io.Fonts->SetTexID(0); |
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SDL_DestroyTexture(bd->FontTexture); |
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bd->FontTexture = nullptr; |
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} |
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} |
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bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() |
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{ |
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return ImGui_ImplSDLRenderer3_CreateFontsTexture(); |
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} |
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void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() |
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{ |
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ImGui_ImplSDLRenderer3_DestroyFontsTexture(); |
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} |
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#if defined(__clang__) |
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#pragma clang diagnostic pop |
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#endif |
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@ -0,0 +1,30 @@ |
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// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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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_ImplSDLRenderer3_Init(SDL_Renderer* renderer); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); |
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); |
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); |
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); |
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@ -0,0 +1,73 @@ |
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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 SDL3 (http://www.libsdl.org) which is still unreleased/unpackaged.
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#CXX = g++
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#CXX = clang++
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EXE = example_sdl3_sdlrenderer3
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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_sdl3.cpp $(IMGUI_DIR)/backends/imgui_impl_sdlrenderer3.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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LINUX_GL_LIBS = -lGL
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CXXFLAGS = -std=c++11 -I$(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 += -ldl `sdl3-config --libs`
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CXXFLAGS += `sdl3-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 `sdl3-config --libs`
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LIBS += -L/usr/local/lib -L/opt/local/lib
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CXXFLAGS += `sdl3-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 sdl3`
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CXXFLAGS += `pkg-config --cflags sdl3`
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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 |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:$(IMGUI_DIR)/backends/%.cpp |
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE) |
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
$(EXE): $(OBJS) |
||||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
|
||||
|
||||
clean: |
||||
rm -f $(EXE) $(OBJS)
|
||||
@ -0,0 +1,8 @@ |
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
||||
@set OUT_DIR=Debug |
||||
@set OUT_EXE=example_sdl3_sdlrenderer3 |
||||
@set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include |
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp |
||||
@set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib |
||||
mkdir %OUT_DIR% |
||||
cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console |
||||
@ -0,0 +1,174 @@ |
||||
// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
#include "imgui.h" |
||||
#include "imgui_impl_sdl3.h" |
||||
#include "imgui_impl_sdlrenderer3.h" |
||||
#include <stdio.h> |
||||
#include <SDL3/SDL.h> |
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) |
||||
#include <SDL3/SDL_opengles2.h> |
||||
#else |
||||
#include <SDL3/SDL_opengl.h> |
||||
#endif |
||||
|
||||
// Main code
|
||||
int main(int, char**) |
||||
{ |
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMEPAD) != 0) |
||||
{ |
||||
printf("Error: SDL_Init(): %s\n", SDL_GetError()); |
||||
return -1; |
||||
} |
||||
|
||||
// Enable native IME.
|
||||
SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); |
||||
|
||||
// Create window with SDL_Renderer graphics context
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN); |
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); |
||||
if (window == nullptr) |
||||
{ |
||||
printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); |
||||
return -1; |
||||
} |
||||
SDL_Renderer* renderer = SDL_CreateRenderer(window, NULL, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED); |
||||
if (renderer == nullptr) |
||||
{ |
||||
SDL_Log("Error: SDL_CreateRenderer(): %s\n", SDL_GetError()); |
||||
return -1; |
||||
} |
||||
SDL_SetWindowPosition(window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); |
||||
SDL_ShowWindow(window); |
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION(); |
||||
ImGui::CreateContext(); |
||||
ImGuiIO& io = ImGui::GetIO(); (void)io; |
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark(); |
||||
//ImGui::StyleColorsLight();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); |
||||
ImGui_ImplSDLRenderer3_Init(renderer); |
||||
|
||||
// Load Fonts
|
||||
// - 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.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - 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.
|
||||
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
||||
// - 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 \\ !
|
||||
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// 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; |
||||
#ifdef __EMSCRIPTEN__ |
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
io.IniFilename = nullptr; |
||||
EMSCRIPTEN_MAINLOOP_BEGIN |
||||
#else |
||||
while (!done) |
||||
#endif |
||||
{ |
||||
// 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, or clear/overwrite your copy of the mouse data.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
||||
// 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_ImplSDL3_ProcessEvent(&event); |
||||
if (event.type == SDL_EVENT_QUIT) |
||||
done = true; |
||||
if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window)) |
||||
done = true; |
||||
} |
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplSDLRenderer3_NewFrame(); |
||||
ImGui_ImplSDL3_NewFrame(); |
||||
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 create 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 / io.Framerate, io.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(); |
||||
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); |
||||
SDL_RenderClear(renderer); |
||||
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData()); |
||||
SDL_RenderPresent(renderer); |
||||
} |
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSDLRenderer3_Shutdown(); |
||||
ImGui_ImplSDL3_Shutdown(); |
||||
ImGui::DestroyContext(); |
||||
|
||||
SDL_DestroyRenderer(renderer); |
||||
SDL_DestroyWindow(window); |
||||
SDL_Quit(); |
||||
|
||||
return 0; |
||||
} |
||||
Loading…
Reference in New Issue