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- // dear imgui: Renderer Backend for SDL_Renderer
- // (Requires: SDL 2.0.17+)
- // Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
- // because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
- // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
- // Missing features:
- // [ ] Renderer: Support for large meshes (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
- // 2021-10-06: Backup and restore modified ClipRect/Viewport.
- // 2021-09-21: Initial version.
- #include "imgui.h"
- #include "imgui_impl_sdlrenderer.h"
- #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
- #include <stddef.h> // intptr_t
- #else
- #include <stdint.h> // intptr_t
- #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_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()
- {
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
- IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- 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 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, 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
- // 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_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_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
- 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 > fb_width) { clip_max.x = (float)fb_width; }
- if (clip_max.y > 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 char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
- const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
- const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
- // 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,
- 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 : NULL);
- }
- // Called by Init/NewFrame/Shutdown
- bool ImGui_ImplSDLRenderer_CreateFontsTexture()
- {
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_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
- 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();
- }
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