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@@ -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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+// 2024-07-01: 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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@@ -44,8 +45,10 @@
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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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+ 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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+
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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@@ -106,8 +109,28 @@ void ImGui_ImplSDLRenderer3_NewFrame()
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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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+
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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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+
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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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@@ -183,7 +206,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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- SDL_RenderGeometryRaw(renderer, tex,
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+ SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, 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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