| // dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL |
| // (Requires: SDL 2.0.17+) |
| |
| // Implemented features: |
| |
| // 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 |
| // 2021-16-03: Creation |
| |
| #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 |
| |
| #include "SDL.h" |
| |
| #if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17 |
| # error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function |
| #endif |
| |
| 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() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
| |
| 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 cliprects set by the user |
| 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 |
| float rsX = 1.0f; |
| float rsY = 1.0f; |
| SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY); |
| |
| ImVec2 renderScale; |
| // 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. |
| renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
| renderScale.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 * renderScale.x); |
| int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y); |
| if (fb_width == 0 || fb_height == 0) |
| return; |
| |
| |
| // Will project scissor/clipping rectangles into framebuffer space |
| ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
| ImVec2 clip_scale = renderScale; |
| |
| 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 |
| ImVec4 clip_rect; |
| clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x; |
| clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y; |
| clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x; |
| clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y; |
| |
| if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) |
| { |
| SDL_Rect r; |
| r.x = clip_rect.x; |
| r.y = clip_rect.y; |
| r.w = clip_rect.z - clip_rect.x; |
| r.h = clip_rect.w - clip_rect.y; |
| |
| SDL_RenderSetClipRect(bd->SDLRenderer, &r); |
| |
| |
| int xy_stride = sizeof(ImDrawVert); |
| float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)); |
| |
| int uv_stride = sizeof(ImDrawVert); |
| float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)); |
| |
| int col_stride = sizeof(ImDrawVert); |
| int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)); |
| |
| SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId; |
| |
| SDL_RenderGeometryRaw(bd->SDLRenderer, tex, |
| xy, xy_stride, color, |
| col_stride, |
| uv, uv_stride, |
| cmd_list->VtxBuffer.Size, |
| idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx)); |
| |
| } |
| } |
| idx_buffer += pcmd->ElemCount; |
| } |
| } |
| } |
| |
| // Called by Init/NewFrame/Shutdown |
| bool ImGui_ImplSDLRenderer_CreateFontsTexture() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); |
| 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. |
| 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(); |
| } |
| |