Merge commit '293f4fd0a04156ee8bd279df3b9443df6c75bbd5'
This commit is contained in:
@ -20,6 +20,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
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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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@ -47,9 +48,9 @@
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// SDL_Renderer 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_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImGui_ImplSDLRenderer2_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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@ -63,6 +64,7 @@ static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
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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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IMGUI_CHECKVERSION();
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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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@ -72,7 +74,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
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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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bd->SDLRenderer = renderer;
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bd->Renderer = renderer;
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return true;
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}
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@ -91,14 +93,12 @@ void ImGui_ImplSDLRenderer2_Shutdown()
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer2_SetupRenderState()
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static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
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{
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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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SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
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SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
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SDL_RenderSetViewport(renderer, nullptr);
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SDL_RenderSetClipRect(renderer, nullptr);
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}
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void ImGui_ImplSDLRenderer2_NewFrame()
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@ -110,16 +110,14 @@ void ImGui_ImplSDLRenderer2_NewFrame()
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ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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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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// 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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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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SDL_RenderGetScale(renderer, &rsx, &rsy);
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ImVec2 render_scale;
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
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@ -138,16 +136,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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SDL_Rect ClipRect;
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};
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BackupSDLRendererState old = {};
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old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
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SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
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SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
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old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
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SDL_RenderGetViewport(renderer, &old.Viewport);
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SDL_RenderGetClipRect(renderer, &old.ClipRect);
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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 = render_scale;
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// Render command lists
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ImGui_ImplSDLRenderer2_SetupRenderState();
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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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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@ -162,7 +160,7 @@ void ImGui_ImplSDLRenderer2_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_ImplSDLRenderer2_SetupRenderState();
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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@ -179,7 +177,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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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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SDL_RenderSetClipRect(renderer, &r);
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
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@ -191,7 +189,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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SDL_RenderGeometryRaw(renderer, tex,
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xy, (int)sizeof(ImDrawVert),
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color, (int)sizeof(ImDrawVert),
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uv, (int)sizeof(ImDrawVert),
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@ -202,8 +200,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
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}
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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 : nullptr);
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SDL_RenderSetViewport(renderer, &old.Viewport);
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SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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@ -219,7 +217,7 @@ bool ImGui_ImplSDLRenderer2_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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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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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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