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Backends: SDL_Renderer: Added renderer backend for SDL 2.0.17+ (#3926)
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223
backends/imgui_impl_sdlrenderer.cpp
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223
backends/imgui_impl_sdlrenderer.cpp
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// dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL
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// (Requires: SDL 2.0.17+)
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// Implemented features:
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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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// 2021-16-03: Creation
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#include "imgui.h"
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#include "imgui_impl_sdlrenderer.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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#include "SDL.h"
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#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17
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# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function
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#endif
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struct ImGui_ImplSDLRenderer_Data
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{
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SDL_Renderer *SDLRenderer;
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SDL_Texture *FontTexture;
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ImGui_ImplSDLRenderer_Data() { memset(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_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_SDLRenderer";
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bd->SDLRenderer = renderer;
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return true;
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}
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void ImGui_ImplSDLRenderer_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer_SetupRenderState()
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{
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ImGui_ImplSDLRenderer_Data *bd = ImGui_ImplSDLRenderer_GetBackendData();
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// Clear out any viewports and cliprects set by the user
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SDL_RenderSetViewport(bd->SDLRenderer, NULL);
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SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
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}
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void ImGui_ImplSDLRenderer_NewFrame()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
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if (!bd->FontTexture) {
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ImGui_ImplSDLRenderer_CreateDeviceObjects();
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}
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}
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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// If there's a scale factor set by the user, use that instead
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float rsX = 1.0f;
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float rsY = 1.0f;
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SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY);
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ImVec2 renderScale;
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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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renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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renderScale.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 * renderScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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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 = renderScale;
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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];
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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_ImplSDLRenderer_SetupRenderState();
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} else {
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pcmd->UserCallback(cmd_list, pcmd);
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}
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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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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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SDL_Rect r;
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r.x = clip_rect.x;
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r.y = clip_rect.y;
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r.w = clip_rect.z - clip_rect.x;
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r.h = clip_rect.w - clip_rect.y;
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SDL_RenderSetClipRect(bd->SDLRenderer, &r);
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int xy_stride = sizeof(ImDrawVert);
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float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
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int uv_stride = sizeof(ImDrawVert);
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float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
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int col_stride = sizeof(ImDrawVert);
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int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
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SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId;
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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xy, xy_stride, color,
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col_stride,
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uv, uv_stride,
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cmd_list->VtxBuffer.Size,
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idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx));
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}
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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}
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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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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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");
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return false;
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}
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SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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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_ImplSDLRenderer_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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if (bd->FontTexture) {
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io.Fonts->SetTexID(0);
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SDL_DestroyTexture(bd->FontTexture);
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bd->FontTexture = NULL;
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}
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}
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bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
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{
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return ImGui_ImplSDLRenderer_CreateFontsTexture();
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}
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void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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{
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ImGui_ImplSDLRenderer_DestroyFontsTexture();
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}
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