forked from Green-Sky/tomato
Green Sky
8de4c4b301
cb16568fca5 Version 1.91.3 8db126188df Fixed static analyser warning. Amend b3c8747 3d399bcecab Docs: amend docs to explain case of using multiple overlayed ButtonBehavior(). (#8030, #7961, #7669) b3c87475a5a Drags, Slider: added ImGuiSliderFlags_ClampOnInput, ImGuiSliderFlags_ClampZeroRange. (#7968, #3361, #76) 5109a77f697 Tooltips: Tooltips triggered from touch inputs are positionned above the item. (#8036) 014b722963f Tooltips, Drag and Drop: Stabilized name of drag and drop tooltip window. (#8036) f0575411c01 Tooltips, Drag and Drop: Fixed an issue where the fallback drag and drop payload tooltip appeared during drag and drop release. 004f03945f3 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 655fcf82870 TabBar: added TabBarQueueFocus() by name for non-docking tab bars. (#8029, #6681) 03f007d4cd1 Comments (#1651) 29cff2be068 Silence PVS Studio static analyzer false positives. ba14c70b020 Comments. Fixed warnings. 199a44e31e2 Error Handling: fixed not rewinding to recorded tree and id stack size (#1651) 30c29d291fb Error Handling: enabled experimental recovery systems. (#1651, #5654) 8776678a462 Error Handling: replaced log callback in recovery functions with calls to IM_ASSERT_USER_ERROR(). (#1651, #5654) 718a594b1e1 Error Handling: rewired asserts in PopID(), PopFont(), PopItemFlag(), EndDisabled(), PopTextWrapPos(), PopFocusScope(), PopItemWidth() to use IM_ASSERT_USER_ERROR(). (#1651, #5654) 2360061520e Error Handling, Debug Log: added IMGUI_DEBUG_LOG_ERROR() with special handling. (#5855, #1651, #5654) 26785fd8731 Internals: NewFrame: move the window reset loop higher up, namely before UpdateHoveredWindowAndCaptureFlags() -> FindHoveredWindowEx(). 797101a882b Windows: BeginChild(): made it possible to call SetNextWindowSize() on a child window using ImGuiChildFlags_ResizeX/ImGuiChildFlags_ResizeY. (#1710, #8020) 9644c511835 Error handling: rework error tooltip logic (will be reused by upcoming feature). (#7961, #7669, #1651) d0107f5da23 Internals: misc tweaks to facilitate branch merging. 726aad8e088 Refactor: moved ImGuiContext contructor to imgui.cpp 44a73be6eaf TestEngine: log calls don't need testing hook active. bc77041b578 Error Handling: fixed an issue ErrorCheckEndWindowRecover() when aborting in a child inside a tab bar. (#1651) 7f81fbc5426 Backends: WGPU: Fix new WGPUStringView breaks shader compilation. (#8009, #8010) fb410463e6a Scrollbar: added io.ConfigScrollbarScrollByPage setting. (#8002, #7328) a727332e772 Scrollbar: Shift+Click always use absolute positionning scroll. (#8002, #7328) 4aeae5d7189 Error check: fixed build when using IMGUI_DISABLE_DEBUG_TOOLS. d0750ee4e7d Error check: clarified that carriage returns are emitted by our code. Added helper default callback. Comments. (#1651) 0af2c4ef765 Backends: SDL3: Update for API changes: SDL_bool removal. SDL_INIT_TIMER removal. (#7999) faca859043c Version 1.91.3 WIP a9f72ab6818 Version 1.91.2 cfae5ac71b9 Backends: make ImGui_ImplSDL2_KeyEventToImGuiKey(), ImGui_ImplSDL3_KeyEventToImGuiKey(), ImGui_ImplGlfw_KeyToImGuiKey(), ImGui_ImplWin32_KeyEventToImGuiKey(), ImGui_ImplAllegro5_KeyCodeToImGuiKey(), ImGui_ImplOSX_KeyCodeToImGuiKey(), non-static. (#7997) f7ba6453980 InputText: fixed not filling callback's SelectionEnd. (#7925) e648dbb59d2 Tables: fixed auto-width columns when using synced-instances of same table. (#7218) 6aade6912a1 Inputs: SetNextItemShortcut() with ImGuiInputFlags_Tooltip doesn't show tooltip when item is active. dad9f45e3ed Windows: fixed an issue where double-click to collapse could be triggered even while another item is active. (#7841, #7369) 71714eab536 Tables: fixed assertion related to inconsistent outer clipping when sizes are not rounded. (#7957) 11fba027e50 Tables: using table->InnerClipRect more consistently. Fixes an assertion with tables with borders when clipped by parent. (#6765, #3752, #7428) 6ce26ef11d5 AddFont: added assert to better detect uninitialized struct. (#7993) 08b1496b7e5 Backends: Win32: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) 1ac162f2b08 Backends: WGPU: add IMGUI_IMPL_WEBGPU_BACKEND_DAWN/IMGUI_IMPL_WEBGPU_BACKEND_WGPU to support more targets. (#7977, #7969, #6602, #6188, #7523) 4925695ae88 InputText: optimize InputTextCalcTextLenAndLineCount() for inactive multiline path. (#7925) 7ac50bf77d0 InputText: more tidying up of selection search loop. aef07aea274 InputText: minor tidying up of selection search loop (no need to imply it runs in single line mode) b53d91a4c40 InputText: optimization for large text: using memchr() instead of strchr() shaves 0.2 ms on 865k multi-line text case. Approximately 20%. (#7925) 510b6adc9bb CI: disable month-long PVS Studio warning about expiring licence. dab63231d88 Misc: Made it accepted to call SetMouseCursor() with any out-of-bound value, as a way to allow hacking in custom cursors if desirable. 4d00bf8add4 MultiSelect+Tables: fixed an issue where box-select would skip items while drag-scrolling in a table with outer borders. (#7970, #7821). 6dcb7be35f8 CI: amend build tests for emscripten (#7965) ac2ad79812e Backends: GLFW+Emscripten: use OSX behaviors automatically when using contrib glfw port. (#7965, #7915) 52a6ab44b1f Doc: Fix typo. (#7974) dc6346b763e Fonts: fixed ellipsis "..." rendering width miscalculation bug introduced in 1.91.0. (#7976) 8807b01b288 InputText: amends: now can use memchr()/strchr() for line counting. Much faster! (#7925) 19accb14a9e InputText: amends: fixed undo-stack reconcile. fixed metrics crash. fixes character filtering. (#7925) 3d1e593b5b1 InputText: amends: fixed next/prev word implementation. (#7925) e240bc151a3 InputText: amends: add note about STB_TEXTEDIT_GETCHAR. tweak InputTextCalcTextSize() to use similar debug-friendly logic as ImFont:CalcTextSizeA(). misc small tidying up. (#7925) 1674fe96ff5 InputText: amends: add stb_textedit_text() api. (#7925) d1b78179592 InputText: amends: renames, coding style. (#7925) abd07f6d307 InputText: added native support for UTF-8 text editing and god rid of the wchar buffer. (#7925) 67cd4ead650 Added io.ConfigDebugHighlightIdConflicts debug feature! (#7961, #7669) a8eec244056 Demo: fix some id conflicts. (#7961) 4236bc088fd Backends: SDL2: use SDL_Vulkan_GetDrawableSize with Vulkan instead of SDL_GL_GetDrawableSize. (#7967, #3190) 15cb7d61f98 InputText: moved imstb_textedit.h include to imgui_widgets.cpp ca5701d4580 InputText: moved all ImGuiInputTextState functions to not be inline. 21d03edcb0c InputText: renamed namespace from stb_texture structure and added an indirection. a2366f90224 TextLinkOpenURL: display a verb in front the link. Update Gallery & other links. (#7885, #7660) a5cf4fe374d InputText: added CJK double-width punctuation to list of separators considered for CTRL+Arrow. d16cb171c66 Nav: pressing any keyboard key while holding Alt disable toggling nav layer on Alt release. (#4439, extend #370, #369) 193c1e23668 Version 1.91.2 WIP d0b742efdee CI: build with Clang C++26 on Linux. (#7954) 4a1a38f7ed0 CI: Amend 943fd21. 943fd216eca CI: Amend e3cb016. e3cb0163284 CI: upgrade Ubuntu version to get newer Clang. Add C++26 build test. (#7954) 41eebc87a06 Fixed C++26 invalid enum operation (#7954) 1dfbb100d6c Version 1.91.1 f75cf62d2f3 Tables: fixed resizing columns when using multiple synched instances that are layed out at different X positions. (#7933) 8dd33839f02 Tables: fixed an issue detecting hovering column/row when using multiple synched instances layed out at different X positions. (#7933) 722a2a12fb2 Tables: comments. (#7937) 776813416b5 PlotHistogram, PlotLines: use ButtonBehavior() to be idiomatic. (#7935, #3072) afb15e97958 PlotHistogram, PlotLines: register item ID in a more idiomatic manner. (#7935, #3072) f99febfd6fa Made BeginItemTooltip() and IsItemHovered() with delay flag infer an implicit ID using Pos only. (#7945, #1485, #143) a93f7db875c Misc merge/small stuff from docking to reduce drift. 30dcdcbe736 Backends: GLFW: Emscripten: use OpenURL() when available and using EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3. Fixes popup blocked in some browsers. (#7915, #7660) 07be01767af Demo: added emscripten version. (#7915) 4832027eb6a Examples: SDL3: Update for API changes: SDL_Init() returns 0 on failure. 6a7319543c4 Backends: SDL3: following SDL3 reverting their change, result of SDL_GetGamepads must be freed. (#7918, #7898, #7807) ee9e3a2ed66 Tabs: avoid queuing a refocus when tab is already focused, which would have the side-effect of e.g. closing popup on a mouse release. (#7914) 4a06fe59b4d Update FONTS.md (#7944) 28caa223567 Fix minor typo (#7943) 1d88609043f Changed call from cosf to ImCos (#7939) 864a2bf6b82 Tables: another attempt at making contents not overlap the bottom and right border in a scrolling table. (#6765, #3752, #7428) a131c3e6111 Tables: revert a34071876 extending outer bottom/right border by 1, this is not the right solution. (#6765, #3752) 0b9adc2c799 BeginChild: (BREAKING) renamed ImGuiChildFlags_Border to ImGuiChildFlags_Borders. 1e939fcc32a Tooltips, Drag and Drop: made it possible to override BeginTooltip() position while inside a drag and drop source or target. (#6973) 088e6fc0471 Examples: Win32+OpenGL3: added batch. file for msys2/mingw build. (#6544) 438f9e1a3e7 InputText: amend d474ed7 for static analysis. (#7913) ce484301c0f CI: Add manual trigger for 'workflow_run' builds (#7865) d474ed7f78c InputText: Internals: store Scroll.y as it seems sane to (internally) expose it in a way that's agnostic of our use of a child window (#7913, #383) d15da2c47d9 Backends: GLFW: undo accidentally not committing use of Platform_SetClipboardTextFn as I was testing the legacy path (amend 214977e). 5de7f69cbb9 (BREAKING) Commented out obsolete ImageButton(). (#5533, #4471, #2464, #1390) 214977e5fd1 IO: (BREAKING) moved io.GetClipboardTextFn, io.SetClipboardTextFn to platform_io.Platform_GetClipboardTextFn, platform_io.Platform_SetClipboardTextFn. e54f240ea0a IO: (BREAKING) moved io.PlatformLocaleDecimalPoint to platform_io.Platform_LocaleDecimalPoint. (#7389, #6719, #2278) 9ff60ae31d5 IO: (BREAKING) moved GetIO().PlatformSetImeDataFn to GetPlatformIO(.Platform_SetImeDataFn. (#7660) ba2f4a2cd56 IO: (BREAKING) moved GetIO().PlatformOpenInShellFn to GetPlatformIO(.Platform_OpenInShellFn. (#7660) e6460722ea1 IO: Added GetPlatformIO(), ImGuiPlatformIO, currently empty. 8e401047952 Backends: GLFW: passing null window to glfwGetClipboardString()/glfwSetClipboardString(). bf75504d7a4 Style: added PushStyleVarX(), PushStyleVarY() helpers to modify only one component of a ImVec2 var. 521f84a3a9f InputText: fixed an issue programmatically refocusing a multi-line input which was just active. (#4761, #7870) 8a946b69e98 InputText: allow callback to update buffer while in read-only mode (fix for imgui_memory_editor 0.54 in read-only mode). 59e69dc6df7 ImGuiSelectionBasicStorage constructor needs visibility (#7906) e471206b088 Windows: adjust default ClipRect to better match rendering of thick borders. (#7887, #7888 + #3312, #7540, #3756, #6170, #6365) eb7201b9026 Fonts: Made it possible to use PushFont()/PopFont() calls accross Begin() calls. (#3224, #3875, #6398, #7903) ecb1962013d IO, InputText: missing changelog entry (amend 092c88d) + readme note on missing features. 092c88dc7bd IO: rework interleaved keys<>char trickling: only trickle for keys known to be likely to input characters. (#7889, #4921, #4858) fabceaf0369 Internals: renamed IsModKey() -> IsLRModKey() and GetModForModKey() -> GetModForLRModKey() to be more explicit. 61313a75891 Docs: better promote IMGUI_DEFINE_MATH_OPERATORS. (#6164, #6137, #5966, #2832) 2d99052d1d4 Backends: SDL2, SDL3: storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. (#7853) 1b61d55079a Backends: SDL2, SDL3: ignore events of other SDL windows, amends + wrapping into a function as it'll be convenient for multi-viewport check. (#7853) 591a18a9c4b Backends: SDL2, SDL3: ignore events of other SDL windows. (#7853) 29fadad1939 TextLink(), TextLinkOpenURL(): change mouse cursor to Hand shape when hovered. (#7885, #7660) 45e7f7827a5 Examples: SDL2+SDLRenderer: fixed return value. (#7876) 3232070d3ab Demo: Fixed truncation warning. (#7857) 4b654db9040 CI: Build example_sdl2_sdlrenderer2 with msbuild (#7864) 8cc6eee2958 Fonts: amend assert when glyph range data seems incorrect. (#7856) 6864a7f839c Window refresh policy: extend tests to any window in the begin stack. (#7797) 531364d7289 Window refresh policy: fixed child window of skiprefresh windows not displaying. (#7797) 9f8f5e11455 MultiSelect+TreeNode: default open behavior is OpenOnDoubleClick + OpenOnArrow when used in a multi-select context without any OpenOnXXX flags set. (#7850) 2981a10c537 MultiSelect, TreeNode, Drag and Drop: fixed an issue where carrying a drag and drop payload over an already open tree node would select it. (#7850) 5e7dc72c926 Examples: SDL3: Update readme to use SDL3_DIR (#7846) fd57b252ac1 Examples: Fix for Emscripten. GLFW+WGPU: rework examples main loop to handle minimization. (#7844) 71ee2ce3673 Examples: GLFW: rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) 887478793b8 Examples: SDL2 (all), SDL3 (all), Win32+OpenGL3: Rework examples main loop to handle minimization without burning CPU or GPU by running unthrottled code. (#7844) dcf54782d4b Version 1.91.WIP git-subtree-dir: external/imgui/imgui git-subtree-split: cb16568fca5297512ff6a8f3b877f461c4323fbe
284 lines
12 KiB
C++
284 lines
12 KiB
C++
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want to render any non trivial amount of graphics other than UI,
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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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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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
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// 2023-05-30: Initial version.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdlrenderer3.h"
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#include <stdint.h> // intptr_t
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if !SDL_VERSION_ATLEAST(3,0,0)
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#error This backend requires SDL 3.0.0+
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImVector<SDL_FColor> ColorBuffer;
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ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplSDLRenderer3_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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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_sdlrenderer3";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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bd->Renderer = renderer;
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return true;
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}
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void ImGui_ImplSDLRenderer3_Shutdown()
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
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{
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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_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderClipRect(renderer, nullptr);
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}
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void ImGui_ImplSDLRenderer3_NewFrame()
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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// https://github.com/libsdl-org/SDL/issues/9009
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static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
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{
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const Uint8* color2 = (const Uint8*)color;
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colors_out.resize(num_vertices);
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SDL_FColor* color3 = colors_out.Data;
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for (int i = 0; i < num_vertices; i++)
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{
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color3[i].r = color->r / 255.0f;
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color3[i].g = color->g / 255.0f;
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color3[i].b = color->b / 255.0f;
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color3[i].a = color->a / 255.0f;
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color2 += color_stride;
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color = (const SDL_Color*)color2;
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}
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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}
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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_GetRenderScale(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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// 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 * render_scale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
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if (fb_width == 0 || fb_height == 0)
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return;
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// Backup SDL_Renderer state that will be modified to restore it afterwards
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struct BackupSDLRendererState
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{
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SDL_Rect Viewport;
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bool ViewportEnabled;
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bool ClipEnabled;
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SDL_Rect ClipRect;
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};
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BackupSDLRendererState old = {};
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old.ViewportEnabled = SDL_RenderViewportSet(renderer);
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old.ClipEnabled = SDL_RenderClipEnabled(renderer);
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SDL_GetRenderViewport(renderer, &old.Viewport);
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SDL_GetRenderClipRect(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_ImplSDLRenderer3_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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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_ImplSDLRenderer3_SetupRenderState(renderer);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
|
|
ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
|
|
if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
|
|
if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
|
|
if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
|
|
if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
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) };
|
|
SDL_SetRenderClipRect(renderer, &r);
|
|
|
|
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
|
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
|
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
|
|
|
// Bind texture, Draw
|
|
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
|
SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
|
|
xy, (int)sizeof(ImDrawVert),
|
|
color, (int)sizeof(ImDrawVert),
|
|
uv, (int)sizeof(ImDrawVert),
|
|
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
|
|
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Restore modified SDL_Renderer state
|
|
SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
|
|
SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
|
|
}
|
|
|
|
// Called by Init/NewFrame/Shutdown
|
|
bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
|
|
|
// Build texture atlas
|
|
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.
|
|
|
|
// Upload texture to graphics system
|
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
|
bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
|
|
if (bd->FontTexture == nullptr)
|
|
{
|
|
SDL_Log("error creating texture");
|
|
return false;
|
|
}
|
|
SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
|
|
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
|
|
SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
|
|
if (bd->FontTexture)
|
|
{
|
|
io.Fonts->SetTexID(0);
|
|
SDL_DestroyTexture(bd->FontTexture);
|
|
bd->FontTexture = nullptr;
|
|
}
|
|
}
|
|
|
|
bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
|
|
{
|
|
return ImGui_ImplSDLRenderer3_CreateFontsTexture();
|
|
}
|
|
|
|
void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
|
|
{
|
|
ImGui_ImplSDLRenderer3_DestroyFontsTexture();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#if defined(__clang__)
|
|
#pragma clang diagnostic pop
|
|
#endif
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|