imgui_impl_sdlrenderer2.cpp 12 KB

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  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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  11. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  12. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  13. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  14. // Learn about Dear ImGui:
  15. // - FAQ https://dearimgui.com/faq
  16. // - Getting Started https://dearimgui.com/getting-started
  17. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  18. // - Introduction, links and more at the top of imgui.cpp
  19. // CHANGELOG
  20. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  21. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  22. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  23. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  24. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  25. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  26. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  27. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  28. // 2021-09-21: Initial version.
  29. #include "imgui.h"
  30. #ifndef IMGUI_DISABLE
  31. #include "imgui_impl_sdlrenderer2.h"
  32. #include <stdint.h> // intptr_t
  33. // Clang warnings with -Weverything
  34. #if defined(__clang__)
  35. #pragma clang diagnostic push
  36. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  37. #endif
  38. // SDL
  39. #include <SDL.h>
  40. #if !SDL_VERSION_ATLEAST(2,0,17)
  41. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  42. #endif
  43. // SDL_Renderer data
  44. struct ImGui_ImplSDLRenderer2_Data
  45. {
  46. SDL_Renderer* Renderer; // Main viewport's renderer
  47. SDL_Texture* FontTexture;
  48. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  49. };
  50. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  51. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  52. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  53. {
  54. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  55. }
  56. // Functions
  57. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  58. {
  59. ImGuiIO& io = ImGui::GetIO();
  60. IMGUI_CHECKVERSION();
  61. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  62. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  63. // Setup backend capabilities flags
  64. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  65. io.BackendRendererUserData = (void*)bd;
  66. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  67. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  68. bd->Renderer = renderer;
  69. return true;
  70. }
  71. void ImGui_ImplSDLRenderer2_Shutdown()
  72. {
  73. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  74. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  75. ImGuiIO& io = ImGui::GetIO();
  76. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  77. io.BackendRendererName = nullptr;
  78. io.BackendRendererUserData = nullptr;
  79. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  80. IM_DELETE(bd);
  81. }
  82. static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
  83. {
  84. // Clear out any viewports and cliprect set by the user
  85. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  86. SDL_RenderSetViewport(renderer, nullptr);
  87. SDL_RenderSetClipRect(renderer, nullptr);
  88. }
  89. void ImGui_ImplSDLRenderer2_NewFrame()
  90. {
  91. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  92. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
  93. if (!bd->FontTexture)
  94. ImGui_ImplSDLRenderer2_CreateDeviceObjects();
  95. }
  96. void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  97. {
  98. // If there's a scale factor set by the user, use that instead
  99. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  100. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  101. float rsx = 1.0f;
  102. float rsy = 1.0f;
  103. SDL_RenderGetScale(renderer, &rsx, &rsy);
  104. ImVec2 render_scale;
  105. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  106. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  107. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  108. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  109. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  110. if (fb_width == 0 || fb_height == 0)
  111. return;
  112. // Backup SDL_Renderer state that will be modified to restore it afterwards
  113. struct BackupSDLRendererState
  114. {
  115. SDL_Rect Viewport;
  116. bool ClipEnabled;
  117. SDL_Rect ClipRect;
  118. };
  119. BackupSDLRendererState old = {};
  120. old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
  121. SDL_RenderGetViewport(renderer, &old.Viewport);
  122. SDL_RenderGetClipRect(renderer, &old.ClipRect);
  123. // Setup desired state
  124. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  125. // Setup render state structure (for callbacks and custom texture bindings)
  126. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  127. ImGui_ImplSDLRenderer2_RenderState render_state;
  128. render_state.Renderer = renderer;
  129. platform_io.Renderer_RenderState = &render_state;
  130. // Will project scissor/clipping rectangles into framebuffer space
  131. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  132. ImVec2 clip_scale = render_scale;
  133. // Render command lists
  134. for (int n = 0; n < draw_data->CmdListsCount; n++)
  135. {
  136. const ImDrawList* draw_list = draw_data->CmdLists[n];
  137. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  138. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  139. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  140. {
  141. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  142. if (pcmd->UserCallback)
  143. {
  144. // User callback, registered via ImDrawList::AddCallback()
  145. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  146. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  147. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  148. else
  149. pcmd->UserCallback(draw_list, pcmd);
  150. }
  151. else
  152. {
  153. // Project scissor/clipping rectangles into framebuffer space
  154. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  155. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  156. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  157. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  158. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  159. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  160. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  161. continue;
  162. 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) };
  163. SDL_RenderSetClipRect(renderer, &r);
  164. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  165. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  166. #if SDL_VERSION_ATLEAST(2,0,19)
  167. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  168. #else
  169. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  170. #endif
  171. // Bind texture, Draw
  172. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  173. SDL_RenderGeometryRaw(renderer, tex,
  174. xy, (int)sizeof(ImDrawVert),
  175. color, (int)sizeof(ImDrawVert),
  176. uv, (int)sizeof(ImDrawVert),
  177. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  178. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  179. }
  180. }
  181. }
  182. platform_io.Renderer_RenderState = nullptr;
  183. // Restore modified SDL_Renderer state
  184. SDL_RenderSetViewport(renderer, &old.Viewport);
  185. SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  186. }
  187. // Called by Init/NewFrame/Shutdown
  188. bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
  189. {
  190. ImGuiIO& io = ImGui::GetIO();
  191. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  192. // Build texture atlas
  193. unsigned char* pixels;
  194. int width, height;
  195. 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.
  196. // Upload texture to graphics system
  197. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  198. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
  199. if (bd->FontTexture == nullptr)
  200. {
  201. SDL_Log("error creating texture");
  202. return false;
  203. }
  204. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  205. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  206. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  207. // Store our identifier
  208. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  209. return true;
  210. }
  211. void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
  212. {
  213. ImGuiIO& io = ImGui::GetIO();
  214. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  215. if (bd->FontTexture)
  216. {
  217. io.Fonts->SetTexID(0);
  218. SDL_DestroyTexture(bd->FontTexture);
  219. bd->FontTexture = nullptr;
  220. }
  221. }
  222. bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  223. {
  224. return ImGui_ImplSDLRenderer2_CreateFontsTexture();
  225. }
  226. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  227. {
  228. ImGui_ImplSDLRenderer2_DestroyFontsTexture();
  229. }
  230. //-----------------------------------------------------------------------------
  231. #if defined(__clang__)
  232. #pragma clang diagnostic pop
  233. #endif
  234. #endif // #ifndef IMGUI_DISABLE