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							261 lines
						
					
					
						
							11 KiB
						
					
					
				| // dear imgui: Renderer Backend for SDL_Renderer for SDL2 | |
| // (Requires: SDL 2.0.17+) | |
|  | |
| // Note how SDL_Renderer is an _optional_ component of SDL2. | |
| // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. | |
| // If your application will want to render any non trivial amount of graphics other than UI, | |
| // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and | |
| // it might be difficult to step out of those boundaries. | |
|  | |
| // Implemented features: | |
| //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! | |
| //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. | |
|  | |
| // 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 | |
| //  2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. | |
| //  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. | |
| //  2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. | |
| //  2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. | |
| //  2021-10-06: Backup and restore modified ClipRect/Viewport. | |
| //  2021-09-21: Initial version. | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_sdlrenderer2.h" | |
| #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier | |
| #include <stddef.h>     // intptr_t | |
| #else | |
| #include <stdint.h>     // intptr_t | |
| #endif | |
|  | |
| // Clang warnings with -Weverything | |
| #if defined(__clang__) | |
| #pragma clang diagnostic push | |
| #pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness | |
| #endif | |
|  | |
| // SDL | |
| #include <SDL.h> | |
| #if !SDL_VERSION_ATLEAST(2,0,17) | |
| #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function | |
| #endif | |
|  | |
| // SDL_Renderer data | |
| struct ImGui_ImplSDLRenderer2_Data | |
| { | |
|     SDL_Renderer*   SDLRenderer; | |
|     SDL_Texture*    FontTexture; | |
|     ImGui_ImplSDLRenderer2_Data() { memset((void*)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_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() | |
| { | |
|     return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| 
 | |
| // Functions | |
| bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
|     IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); | |
| 
 | |
|     // Setup backend capabilities flags | |
|     ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); | |
|     io.BackendRendererUserData = (void*)bd; | |
|     io.BackendRendererName = "imgui_impl_sdlrenderer2"; | |
|     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
|  | |
|     bd->SDLRenderer = renderer; | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplSDLRenderer2_Shutdown() | |
| { | |
|     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
|     IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
|     ImGuiIO& io = ImGui::GetIO(); | |
| 
 | |
|     ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); | |
| 
 | |
|     io.BackendRendererName = nullptr; | |
|     io.BackendRendererUserData = nullptr; | |
|     io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | |
|     IM_DELETE(bd); | |
| } | |
| 
 | |
| static void ImGui_ImplSDLRenderer2_SetupRenderState() | |
| { | |
| 	ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
| 
 | |
| 	// Clear out any viewports and cliprect set by the user | |
|     // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. | |
| 	SDL_RenderSetViewport(bd->SDLRenderer, nullptr); | |
| 	SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); | |
| } | |
| 
 | |
| void ImGui_ImplSDLRenderer2_NewFrame() | |
| { | |
|     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
|     IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); | |
| 
 | |
|     if (!bd->FontTexture) | |
|         ImGui_ImplSDLRenderer2_CreateDeviceObjects(); | |
| } | |
| 
 | |
| void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) | |
| { | |
| 	ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
| 
 | |
| 	// If there's a scale factor set by the user, use that instead | |
|     // 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. | |
|     float rsx = 1.0f; | |
| 	float rsy = 1.0f; | |
| 	SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); | |
|     ImVec2 render_scale; | |
| 	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; | |
| 	render_scale.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 * render_scale.x); | |
| 	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); | |
| 	if (fb_width == 0 || fb_height == 0) | |
| 		return; | |
| 
 | |
|     // Backup SDL_Renderer state that will be modified to restore it afterwards | |
|     struct BackupSDLRendererState | |
|     { | |
|         SDL_Rect    Viewport; | |
|         bool        ClipEnabled; | |
|         SDL_Rect    ClipRect; | |
|     }; | |
|     BackupSDLRendererState old = {}; | |
|     old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; | |
|     SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); | |
|     SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); | |
| 
 | |
| 	// Will project scissor/clipping rectangles into framebuffer space | |
| 	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports | |
| 	ImVec2 clip_scale = render_scale; | |
| 
 | |
|     // Render command lists | |
|     ImGui_ImplSDLRenderer2_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_ImplSDLRenderer2_SetupRenderState(); | |
|                 else | |
|                     pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 // Project scissor/clipping rectangles into framebuffer space | |
|                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
|                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
|                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | |
|                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | |
|                 if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } | |
|                 if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } | |
|                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
|                     continue; | |
| 
 | |
|                 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) }; | |
|                 SDL_RenderSetClipRect(bd->SDLRenderer, &r); | |
| 
 | |
|                 const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); | |
|                 const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); | |
| #if SDL_VERSION_ATLEAST(2,0,19) | |
|                 const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+ | |
| #else | |
|                 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 | |
| #endif | |
|  | |
|                 // Bind texture, Draw | |
| 				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); | |
|                 SDL_RenderGeometryRaw(bd->SDLRenderer, tex, | |
|                     xy, (int)sizeof(ImDrawVert), | |
|                     color, (int)sizeof(ImDrawVert), | |
|                     uv, (int)sizeof(ImDrawVert), | |
|                     cmd_list->VtxBuffer.Size - pcmd->VtxOffset, | |
|                     idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); | |
|             } | |
|         } | |
|     } | |
| 
 | |
|     // Restore modified SDL_Renderer state | |
|     SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); | |
|     SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); | |
| } | |
| 
 | |
| // Called by Init/NewFrame/Shutdown | |
| bool ImGui_ImplSDLRenderer2_CreateFontsTexture() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
| 
 | |
|     // Build texture atlas | |
|     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. | |
|  | |
|     // Upload texture to graphics system | |
|     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) | |
|     bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); | |
|     if (bd->FontTexture == nullptr) | |
|     { | |
|         SDL_Log("error creating texture"); | |
|         return false; | |
|     } | |
|     SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); | |
|     SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); | |
|     SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); | |
| 
 | |
|     // Store our identifier | |
|     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| void ImGui_ImplSDLRenderer2_DestroyFontsTexture() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); | |
|     if (bd->FontTexture) | |
|     { | |
|         io.Fonts->SetTexID(0); | |
|         SDL_DestroyTexture(bd->FontTexture); | |
|         bd->FontTexture = nullptr; | |
|     } | |
| } | |
| 
 | |
| bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() | |
| { | |
|     return ImGui_ImplSDLRenderer2_CreateFontsTexture(); | |
| } | |
| 
 | |
| void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() | |
| { | |
|     ImGui_ImplSDLRenderer2_DestroyFontsTexture(); | |
| } | |
| 
 | |
| #if defined(__clang__) | |
| #pragma clang diagnostic pop | |
| #endif
 | |
| 
 |