imgui_impl_sdlrenderer2.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267
  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL2
  2. // (Requires: SDL 2.0.17+)
  3. // Note how SDL_Renderer is an _optional_ component of SDL2.
  4. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  5. // If your application will want to render any non trivial amount of graphics other than UI,
  6. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  7. // it might be difficult to step out of those boundaries.
  8. // Implemented features:
  9. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  10. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  11. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  12. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  13. // Learn about Dear ImGui:
  14. // - FAQ https://dearimgui.com/faq
  15. // - Getting Started https://dearimgui.com/getting-started
  16. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  17. // - Introduction, links and more at the top of imgui.cpp
  18. // CHANGELOG
  19. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  20. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  21. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  22. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  23. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  24. // 2021-09-21: Initial version.
  25. #include "imgui.h"
  26. #ifndef IMGUI_DISABLE
  27. #include "imgui_impl_sdlrenderer2.h"
  28. #include <stdint.h> // intptr_t
  29. // Clang warnings with -Weverything
  30. #if defined(__clang__)
  31. #pragma clang diagnostic push
  32. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  33. #endif
  34. // SDL
  35. #include <SDL.h>
  36. #if !SDL_VERSION_ATLEAST(2,0,17)
  37. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  38. #endif
  39. // SDL_Renderer data
  40. struct ImGui_ImplSDLRenderer2_Data
  41. {
  42. SDL_Renderer* SDLRenderer;
  43. SDL_Texture* FontTexture;
  44. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  45. };
  46. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  47. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  48. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  49. {
  50. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  51. }
  52. // Functions
  53. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  54. {
  55. ImGuiIO& io = ImGui::GetIO();
  56. IMGUI_CHECKVERSION();
  57. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  58. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  59. // Setup backend capabilities flags
  60. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  61. io.BackendRendererUserData = (void*)bd;
  62. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  63. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  64. bd->SDLRenderer = renderer;
  65. return true;
  66. }
  67. void ImGui_ImplSDLRenderer2_Shutdown()
  68. {
  69. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  70. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  71. ImGuiIO& io = ImGui::GetIO();
  72. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  73. io.BackendRendererName = nullptr;
  74. io.BackendRendererUserData = nullptr;
  75. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  76. IM_DELETE(bd);
  77. }
  78. static void ImGui_ImplSDLRenderer2_SetupRenderState()
  79. {
  80. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  81. // Clear out any viewports and cliprect set by the user
  82. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  83. SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
  84. SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
  85. }
  86. void ImGui_ImplSDLRenderer2_NewFrame()
  87. {
  88. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  89. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
  90. if (!bd->FontTexture)
  91. ImGui_ImplSDLRenderer2_CreateDeviceObjects();
  92. }
  93. void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
  94. {
  95. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  96. // If there's a scale factor set by the user, use that instead
  97. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  98. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  99. float rsx = 1.0f;
  100. float rsy = 1.0f;
  101. SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
  102. ImVec2 render_scale;
  103. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  104. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  105. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  106. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  107. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  108. if (fb_width == 0 || fb_height == 0)
  109. return;
  110. // Backup SDL_Renderer state that will be modified to restore it afterwards
  111. struct BackupSDLRendererState
  112. {
  113. SDL_Rect Viewport;
  114. bool ClipEnabled;
  115. SDL_Rect ClipRect;
  116. };
  117. BackupSDLRendererState old = {};
  118. old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  119. SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
  120. SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
  121. // Will project scissor/clipping rectangles into framebuffer space
  122. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  123. ImVec2 clip_scale = render_scale;
  124. // Render command lists
  125. ImGui_ImplSDLRenderer2_SetupRenderState();
  126. for (int n = 0; n < draw_data->CmdListsCount; n++)
  127. {
  128. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  129. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  130. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  131. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  132. {
  133. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  134. if (pcmd->UserCallback)
  135. {
  136. // User callback, registered via ImDrawList::AddCallback()
  137. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  138. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  139. ImGui_ImplSDLRenderer2_SetupRenderState();
  140. else
  141. pcmd->UserCallback(cmd_list, pcmd);
  142. }
  143. else
  144. {
  145. // Project scissor/clipping rectangles into framebuffer space
  146. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  147. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  148. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  149. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  150. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  151. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  152. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  153. continue;
  154. 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) };
  155. SDL_RenderSetClipRect(bd->SDLRenderer, &r);
  156. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  157. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  158. #if SDL_VERSION_ATLEAST(2,0,19)
  159. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  160. #else
  161. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  162. #endif
  163. // Bind texture, Draw
  164. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  165. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  166. xy, (int)sizeof(ImDrawVert),
  167. color, (int)sizeof(ImDrawVert),
  168. uv, (int)sizeof(ImDrawVert),
  169. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  170. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  171. }
  172. }
  173. }
  174. // Restore modified SDL_Renderer state
  175. SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
  176. SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  177. }
  178. // Called by Init/NewFrame/Shutdown
  179. bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
  180. {
  181. ImGuiIO& io = ImGui::GetIO();
  182. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  183. // Build texture atlas
  184. unsigned char* pixels;
  185. int width, height;
  186. 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.
  187. // Upload texture to graphics system
  188. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  189. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  190. if (bd->FontTexture == nullptr)
  191. {
  192. SDL_Log("error creating texture");
  193. return false;
  194. }
  195. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  196. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  197. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  198. // Store our identifier
  199. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  200. return true;
  201. }
  202. void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
  203. {
  204. ImGuiIO& io = ImGui::GetIO();
  205. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  206. if (bd->FontTexture)
  207. {
  208. io.Fonts->SetTexID(0);
  209. SDL_DestroyTexture(bd->FontTexture);
  210. bd->FontTexture = nullptr;
  211. }
  212. }
  213. bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  214. {
  215. return ImGui_ImplSDLRenderer2_CreateFontsTexture();
  216. }
  217. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  218. {
  219. ImGui_ImplSDLRenderer2_DestroyFontsTexture();
  220. }
  221. //-----------------------------------------------------------------------------
  222. #if defined(__clang__)
  223. #pragma clang diagnostic pop
  224. #endif
  225. #endif // #ifndef IMGUI_DISABLE