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https://github.com/Drezil/imgui.git
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@ -18,6 +18,7 @@
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
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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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@ -49,15 +50,15 @@ struct ImGui_ImplSDLRenderer_Data
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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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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_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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{
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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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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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@ -73,13 +74,13 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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void ImGui_ImplSDLRenderer_Shutdown()
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{
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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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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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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IM_DELETE(bd);
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}
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@ -89,14 +90,14 @@ static void ImGui_ImplSDLRenderer_SetupRenderState()
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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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SDL_RenderSetViewport(bd->SDLRenderer, NULL);
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SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
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SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
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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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{
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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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IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer_CreateDeviceObjects();
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@ -165,20 +166,20 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > (float)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;
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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) };
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SDL_RenderSetClipRect(bd->SDLRenderer, &r);
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const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
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#if SDL_VERSION_ATLEAST(2,0,19)
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const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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#else
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const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
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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
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#endif
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// Bind texture, Draw
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@ -195,7 +196,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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// Restore modified SDL_Renderer state
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SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
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SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
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SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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@ -212,12 +213,12 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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// Upload texture to graphics system
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == NULL)
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if (bd->FontTexture == nullptr)
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{
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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_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
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@ -235,7 +236,7 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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{
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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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bd->FontTexture = nullptr;
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}
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}
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