imgui_impl_sdlrenderer3.cpp 17 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL3
  2. // (Requires: SDL 3.0.0+)
  3. // (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
  4. // Note how SDL_Renderer is an _optional_ component of SDL3.
  5. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  6. // If your application will want to render any non trivial amount of graphics other than UI,
  7. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  8. // it might be difficult to step out of those boundaries.
  9. // Implemented features:
  10. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  11. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  12. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  13. // [X] Renderer: Multi-viewport support (multiple windows).
  14. // FIXME: Missing way to share textures betweens renderers: https://github.com/libsdl-org/SDL/issues/6742
  15. // FIXME: Missing way to specify a projection matrix, so our vertices in absolute coordinates are not displayed correctly in multi-viewports mode.
  16. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  17. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  18. // Learn about Dear ImGui:
  19. // - FAQ https://dearimgui.com/faq
  20. // - Getting Started https://dearimgui.com/getting-started
  21. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  22. // - Introduction, links and more at the top of imgui.cpp
  23. // CHANGELOG
  24. // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. (#5835)
  25. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  26. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  27. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  28. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  29. // 2023-05-30: Initial version.
  30. #include "imgui.h"
  31. #ifndef IMGUI_DISABLE
  32. #include "imgui_impl_sdlrenderer3.h"
  33. #include <stdint.h> // intptr_t
  34. // Clang warnings with -Weverything
  35. #if defined(__clang__)
  36. #pragma clang diagnostic push
  37. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  38. #endif
  39. // SDL
  40. #include <SDL3/SDL.h>
  41. #if !SDL_VERSION_ATLEAST(3,0,0)
  42. #error This backend requires SDL 3.0.0+
  43. #endif
  44. // SDL_Renderer data
  45. struct ImGui_ImplSDLRenderer3_Data
  46. {
  47. SDL_Renderer* Renderer; // Main viewport's renderer
  48. SDL_Texture* FontTexture;
  49. ImVector<SDL_FColor> ColorBuffer;
  50. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  51. };
  52. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  53. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  54. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  55. {
  56. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  57. }
  58. // Forward Declarations
  59. static void ImGui_ImplSDLRenderer3_InitMultiViewportSupport();
  60. static void ImGui_ImplSDLRenderer3_ShutdownMultiViewportSupport();
  61. // Functions
  62. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  63. {
  64. ImGuiIO& io = ImGui::GetIO();
  65. IMGUI_CHECKVERSION();
  66. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  67. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  68. // Setup backend capabilities flags
  69. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  70. io.BackendRendererUserData = (void*)bd;
  71. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  72. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  73. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  74. bd->Renderer = renderer;
  75. ImGui_ImplSDLRenderer3_InitMultiViewportSupport();
  76. return true;
  77. }
  78. void ImGui_ImplSDLRenderer3_Shutdown()
  79. {
  80. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  81. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  82. ImGuiIO& io = ImGui::GetIO();
  83. ImGui_ImplSDLRenderer3_ShutdownMultiViewportSupport();
  84. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  85. io.BackendRendererName = nullptr;
  86. io.BackendRendererUserData = nullptr;
  87. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
  88. IM_DELETE(bd);
  89. }
  90. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  91. {
  92. // Clear out any viewports and cliprect set by the user
  93. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  94. SDL_SetRenderViewport(renderer, nullptr);
  95. SDL_SetRenderClipRect(renderer, nullptr);
  96. }
  97. void ImGui_ImplSDLRenderer3_NewFrame()
  98. {
  99. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  100. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  101. if (!bd->FontTexture)
  102. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  103. }
  104. // https://github.com/libsdl-org/SDL/issues/9009
  105. 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)
  106. {
  107. const Uint8* color2 = (const Uint8*)color;
  108. colors_out.resize(num_vertices);
  109. SDL_FColor* color3 = colors_out.Data;
  110. for (int i = 0; i < num_vertices; i++)
  111. {
  112. color3[i].r = color->r / 255.0f;
  113. color3[i].g = color->g / 255.0f;
  114. color3[i].b = color->b / 255.0f;
  115. color3[i].a = color->a / 255.0f;
  116. color2 += color_stride;
  117. color = (const SDL_Color*)color2;
  118. }
  119. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  120. }
  121. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  122. {
  123. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  124. // If there's a scale factor set by the user, use that instead
  125. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  126. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  127. float rsx = 1.0f;
  128. float rsy = 1.0f;
  129. SDL_GetRenderScale(renderer, &rsx, &rsy);
  130. ImVec2 render_scale;
  131. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  132. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  133. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  134. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  135. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  136. if (fb_width == 0 || fb_height == 0)
  137. return;
  138. // Backup SDL_Renderer state that will be modified to restore it afterwards
  139. struct BackupSDLRendererState
  140. {
  141. SDL_Rect Viewport;
  142. bool ViewportEnabled;
  143. bool ClipEnabled;
  144. SDL_Rect ClipRect;
  145. };
  146. BackupSDLRendererState old = {};
  147. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  148. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  149. SDL_GetRenderViewport(renderer, &old.Viewport);
  150. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  151. // Setup desired state
  152. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  153. // Setup render state structure (for callbacks and custom texture bindings)
  154. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  155. ImGui_ImplSDLRenderer3_RenderState render_state;
  156. render_state.Renderer = renderer;
  157. platform_io.Renderer_RenderState = &render_state;
  158. // Will project scissor/clipping rectangles into framebuffer space
  159. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  160. ImVec2 clip_scale = render_scale;
  161. // Render command lists
  162. for (int n = 0; n < draw_data->CmdListsCount; n++)
  163. {
  164. const ImDrawList* draw_list = draw_data->CmdLists[n];
  165. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  166. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  167. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  168. {
  169. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  170. if (pcmd->UserCallback)
  171. {
  172. // User callback, registered via ImDrawList::AddCallback()
  173. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  174. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  175. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  176. else
  177. pcmd->UserCallback(draw_list, pcmd);
  178. }
  179. else
  180. {
  181. // Project scissor/clipping rectangles into framebuffer space
  182. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  183. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  184. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  185. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  186. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  187. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  188. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  189. continue;
  190. 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) };
  191. SDL_SetRenderClipRect(renderer, &r);
  192. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  193. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  194. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  195. // Bind texture, Draw
  196. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  197. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  198. xy, (int)sizeof(ImDrawVert),
  199. color, (int)sizeof(ImDrawVert),
  200. uv, (int)sizeof(ImDrawVert),
  201. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  202. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  203. }
  204. }
  205. }
  206. platform_io.Renderer_RenderState = NULL;
  207. // Restore modified SDL_Renderer state
  208. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  209. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  210. }
  211. // Called by Init/NewFrame/Shutdown
  212. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  213. {
  214. ImGuiIO& io = ImGui::GetIO();
  215. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  216. // Build texture atlas
  217. unsigned char* pixels;
  218. int width, height;
  219. 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.
  220. // Upload texture to graphics system
  221. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  222. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  223. if (bd->FontTexture == nullptr)
  224. {
  225. SDL_Log("error creating texture");
  226. return false;
  227. }
  228. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  229. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  230. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  231. // Store our identifier
  232. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  233. return true;
  234. }
  235. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  236. {
  237. ImGuiIO& io = ImGui::GetIO();
  238. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  239. if (bd->FontTexture)
  240. {
  241. io.Fonts->SetTexID(0);
  242. SDL_DestroyTexture(bd->FontTexture);
  243. bd->FontTexture = nullptr;
  244. }
  245. }
  246. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  247. {
  248. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  249. }
  250. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  251. {
  252. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  253. }
  254. //--------------------------------------------------------------------------------------------------------
  255. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  256. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  257. // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
  258. //--------------------------------------------------------------------------------------------------------
  259. // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
  260. struct ImGui_ImplSDLRenderer3_ViewportData
  261. {
  262. SDL_Renderer* Renderer;
  263. ImGui_ImplSDLRenderer3_ViewportData() { Renderer = nullptr; }
  264. ~ImGui_ImplSDLRenderer3_ViewportData() { IM_ASSERT(Renderer == nullptr); }
  265. };
  266. static void ImGui_ImplSDLRenderer3_CreateWindow(ImGuiViewport* viewport)
  267. {
  268. //ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  269. ImGui_ImplSDLRenderer3_ViewportData* vd = IM_NEW(ImGui_ImplSDLRenderer3_ViewportData)();
  270. viewport->RendererUserData = vd;
  271. SDL_Window* window = (SDL_Window*)viewport->PlatformHandle;
  272. vd->Renderer = SDL_CreateRenderer(window, nullptr);
  273. SDL_SetRenderVSync(vd->Renderer, 0);
  274. IM_ASSERT(vd->Renderer != NULL);
  275. }
  276. static void ImGui_ImplSDLRenderer3_DestroyWindow(ImGuiViewport* viewport)
  277. {
  278. // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
  279. if (ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData)
  280. {
  281. SDL_DestroyRenderer(vd->Renderer);
  282. vd->Renderer = nullptr;
  283. IM_DELETE(vd);
  284. }
  285. viewport->RendererUserData = nullptr;
  286. }
  287. static void ImGui_ImplSDLRenderer3_RenderWindow(ImGuiViewport* viewport, void*)
  288. {
  289. ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData;
  290. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  291. {
  292. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  293. SDL_SetRenderDrawColor(vd->Renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
  294. SDL_RenderClear(vd->Renderer);
  295. }
  296. ImGui_ImplSDLRenderer3_RenderDrawData(viewport->DrawData, vd->Renderer);
  297. }
  298. static void ImGui_ImplSDLRenderer3_SwapBuffers(ImGuiViewport* viewport, void*)
  299. {
  300. ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData;
  301. SDL_RenderPresent(vd->Renderer);
  302. }
  303. static void ImGui_ImplSDLRenderer3_InitMultiViewportSupport()
  304. {
  305. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  306. platform_io.Renderer_CreateWindow = ImGui_ImplSDLRenderer3_CreateWindow;
  307. platform_io.Renderer_DestroyWindow = ImGui_ImplSDLRenderer3_DestroyWindow;
  308. platform_io.Renderer_RenderWindow = ImGui_ImplSDLRenderer3_RenderWindow;
  309. platform_io.Renderer_SwapBuffers = ImGui_ImplSDLRenderer3_SwapBuffers;
  310. }
  311. static void ImGui_ImplSDLRenderer3_ShutdownMultiViewportSupport()
  312. {
  313. ImGui::DestroyPlatformWindows();
  314. }
  315. //-----------------------------------------------------------------------------
  316. #if defined(__clang__)
  317. #pragma clang diagnostic pop
  318. #endif
  319. #endif // #ifndef IMGUI_DISABLE