// dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL // (Requires: SDL 2.0.17+) // Implemented features: // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // 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 // CHANGELOG // 2021-16-03: Creation #include "imgui.h" #include "imgui_impl_sdlrenderer.h" #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif #include "SDL.h" #if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17 # error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function #endif struct ImGui_ImplSDLRenderer_Data { SDL_Renderer *SDLRenderer; SDL_Texture *FontTexture; ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; } // Functions bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); // Setup backend capabilities flags ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_SDLRenderer"; bd->SDLRenderer = renderer; return true; } void ImGui_ImplSDLRenderer_Shutdown() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); ImGui_ImplSDLRenderer_DestroyDeviceObjects(); io.BackendRendererName = NULL; io.BackendRendererUserData = NULL; IM_DELETE(bd); } static void ImGui_ImplSDLRenderer_SetupRenderState() { ImGui_ImplSDLRenderer_Data *bd = ImGui_ImplSDLRenderer_GetBackendData(); // Clear out any viewports and cliprects set by the user SDL_RenderSetViewport(bd->SDLRenderer, NULL); SDL_RenderSetClipRect(bd->SDLRenderer, NULL); } void ImGui_ImplSDLRenderer_NewFrame() { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); if (!bd->FontTexture) { ImGui_ImplSDLRenderer_CreateDeviceObjects(); } } void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); // If there's a scale factor set by the user, use that instead float rsX = 1.0f; float rsY = 1.0f; SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY); ImVec2 renderScale; // If the user has specified a scale factor to SDL_Renderer already (via SDL_RenderSetScale()), SDL will scale whatever we pass // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; renderScale.y = (rsY == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) int fb_width = (int)(draw_data->DisplaySize.x * renderScale.x); int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y); if (fb_width == 0 || fb_height == 0) return; // Will project scissor/clipping rectangles into framebuffer space ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_scale = renderScale; ImGui_ImplSDLRenderer_SetupRenderState(); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) { ImGui_ImplSDLRenderer_SetupRenderState(); } else { pcmd->UserCallback(cmd_list, pcmd); } } else { // Project scissor/clipping rectangles into framebuffer space ImVec4 clip_rect; clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { SDL_Rect r; r.x = clip_rect.x; r.y = clip_rect.y; r.w = clip_rect.z - clip_rect.x; r.h = clip_rect.w - clip_rect.y; SDL_RenderSetClipRect(bd->SDLRenderer, &r); int xy_stride = sizeof(ImDrawVert); float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)); int uv_stride = sizeof(ImDrawVert); float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)); int col_stride = sizeof(ImDrawVert); int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)); SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId; SDL_RenderGeometryRaw(bd->SDLRenderer, tex, xy, xy_stride, color, col_stride, uv, uv_stride, cmd_list->VtxBuffer.Size, idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx)); } } idx_buffer += pcmd->ElemCount; } } } // Called by Init/NewFrame/Shutdown bool ImGui_ImplSDLRenderer_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); unsigned char* pixels; int width, height; 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. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); if (bd->FontTexture == NULL) { SDL_Log("error creating texture"); return false; } SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); return true; } void ImGui_ImplSDLRenderer_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); if (bd->FontTexture) { io.Fonts->SetTexID(0); SDL_DestroyTexture(bd->FontTexture); bd->FontTexture = NULL; } } bool ImGui_ImplSDLRenderer_CreateDeviceObjects() { return ImGui_ImplSDLRenderer_CreateFontsTexture(); } void ImGui_ImplSDLRenderer_DestroyDeviceObjects() { ImGui_ImplSDLRenderer_DestroyFontsTexture(); }