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Backends: SDL_Renderer2: renamed all functions accordingly. (#6286)
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@ -44,29 +44,29 @@
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer_Data
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struct ImGui_ImplSDLRenderer2_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((void*)this, 0, sizeof(*this)); }
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ImGui_ImplSDLRenderer2_Data() { memset((void*)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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static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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IM_ASSERT(renderer != nullptr && "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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ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlrenderer2";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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@ -76,13 +76,13 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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return true;
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}
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void ImGui_ImplSDLRenderer_Shutdown()
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void ImGui_ImplSDLRenderer2_Shutdown()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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@ -90,9 +90,9 @@ void ImGui_ImplSDLRenderer_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer_SetupRenderState()
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static void ImGui_ImplSDLRenderer2_SetupRenderState()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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// Clear out any viewports and cliprect set by the user
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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@ -100,18 +100,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
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SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
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}
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void ImGui_ImplSDLRenderer_NewFrame()
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void ImGui_ImplSDLRenderer2_NewFrame()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer_CreateDeviceObjects();
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ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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// 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
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@ -146,7 +146,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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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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ImGui_ImplSDLRenderer2_SetupRenderState();
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -161,7 +161,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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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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ImGui_ImplSDLRenderer2_SetupRenderState();
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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@ -206,10 +206,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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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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bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
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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_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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@ -234,10 +234,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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return true;
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}
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void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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void ImGui_ImplSDLRenderer2_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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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
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if (bd->FontTexture)
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{
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io.Fonts->SetTexID(0);
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@ -246,14 +246,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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}
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}
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bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
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bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
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{
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return ImGui_ImplSDLRenderer_CreateFontsTexture();
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return ImGui_ImplSDLRenderer2_CreateFontsTexture();
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}
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void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
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{
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ImGui_ImplSDLRenderer_DestroyFontsTexture();
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ImGui_ImplSDLRenderer2_DestroyFontsTexture();
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}
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#if defined(__clang__)
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@ -16,13 +16,13 @@
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struct SDL_Renderer;
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);
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// Called by Init/NewFrame/Shutdown
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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@ -58,7 +58,7 @@ int main(int, char**)
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer_Init(renderer);
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ImGui_ImplSDLRenderer2_Init(renderer);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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@ -101,7 +101,7 @@ int main(int, char**)
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}
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer_NewFrame();
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ImGui_ImplSDLRenderer2_NewFrame();
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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@ -147,12 +147,12 @@ int main(int, char**)
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SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
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SDL_RenderClear(renderer);
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ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
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ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderPresent(renderer);
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}
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// Cleanup
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ImGui_ImplSDLRenderer_Shutdown();
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ImGui_ImplSDLRenderer2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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