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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,
// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
// be difficult to step out of those boundaries.
// 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: Support for large meshes (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.
// 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
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2021-10-06: Backup and restore modified ClipRect/Viewport.
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// 2021-09-21: Initial version.
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# 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
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// SDL
# include <SDL.h>
# if !SDL_VERSION_ATLEAST(2,0,17)
# error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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# endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer_Data
{
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SDL_Renderer * SDLRenderer ;
SDL_Texture * FontTexture ;
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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
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bool ImGui_ImplSDLRenderer_Init ( SDL_Renderer * renderer )
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{
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 ;
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io . BackendRendererName = " imgui_impl_sdlrenderer " ;
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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 ;
}
void ImGui_ImplSDLRenderer_Shutdown ( )
{
ImGui_ImplSDLRenderer_Data * bd = ImGui_ImplSDLRenderer_GetBackendData ( ) ;
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IM_ASSERT ( bd ! = NULL & & " No renderer backend to shutdown, or already shutdown? " ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ;
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ImGui_ImplSDLRenderer_DestroyDeviceObjects ( ) ;
io . BackendRendererName = NULL ;
io . BackendRendererUserData = NULL ;
IM_DELETE ( bd ) ;
}
static void ImGui_ImplSDLRenderer_SetupRenderState ( )
{
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ImGui_ImplSDLRenderer_Data * bd = ImGui_ImplSDLRenderer_GetBackendData ( ) ;
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// 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.
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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()? " ) ;
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if ( ! bd - > FontTexture )
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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
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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
// 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 ;
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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 ) ;
int fb_height = ( int ) ( draw_data - > DisplaySize . y * render_scale . y ) ;
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if ( fb_width = = 0 | | fb_height = = 0 )
return ;
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// Backup SDL_Renderer state that will be modified to restore it afterwards
struct BackupSDLRendererState
{
SDL_Rect Viewport ;
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bool ClipEnabled ;
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SDL_Rect ClipRect ;
} ;
BackupSDLRendererState old = { } ;
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old . ClipEnabled = SDL_RenderIsClipEnabled ( bd - > SDLRenderer ) = = SDL_TRUE ;
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SDL_RenderGetViewport ( bd - > SDLRenderer , & old . Viewport ) ;
SDL_RenderGetClipRect ( bd - > SDLRenderer , & old . ClipRect ) ;
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// Will project scissor/clipping rectangles into framebuffer space
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_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 ] ;
const ImDrawVert * vtx_buffer = cmd_list - > VtxBuffer . Data ;
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 + + )
{
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.)
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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 ) ;
}
else
{
// 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 ) ;
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 ; }
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if ( clip_max . x < = clip_min . x | | clip_max . y < = clip_min . y )
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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 ) ;
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const float * xy = ( const float * ) ( ( const char * ) ( vtx_buffer + pcmd - > VtxOffset ) + IM_OFFSETOF ( ImDrawVert , pos ) ) ;
const float * uv = ( const float * ) ( ( const char * ) ( vtx_buffer + pcmd - > VtxOffset ) + IM_OFFSETOF ( ImDrawVert , uv ) ) ;
const int * color = ( const int * ) ( ( const char * ) ( vtx_buffer + pcmd - > VtxOffset ) + IM_OFFSETOF ( ImDrawVert , col ) ) ;
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// 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 ) ,
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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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// Restore modified SDL_Renderer state
SDL_RenderSetViewport ( bd - > SDLRenderer , & old . Viewport ) ;
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SDL_RenderSetClipRect ( bd - > SDLRenderer , old . ClipEnabled ? & old . ClipRect : NULL ) ;
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}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplSDLRenderer_Data * bd = ImGui_ImplSDLRenderer_GetBackendData ( ) ;
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// Build texture atlas
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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.
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// Upload texture to graphics system
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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 " ) ;
return false ;
}
SDL_UpdateTexture ( bd - > FontTexture , NULL , pixels , 4 * width ) ;
SDL_SetTextureBlendMode ( bd - > FontTexture , SDL_BLENDMODE_BLEND ) ;
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// 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 ( ) ;
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if ( bd - > FontTexture )
{
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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 ( ) ;
}