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) with 16-bit indices.
  11. // Missing features:
  12. // [ ] Renderer: Multi-viewport support (multiple windows).
  13. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // Learn about Dear ImGui:
  16. // - FAQ https://dearimgui.com/faq
  17. // - Getting Started https://dearimgui.com/getting-started
  18. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  19. // - Introduction, links and more at the top of imgui.cpp
  20. // CHANGELOG
  21. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  22. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  23. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  24. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  25. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  26. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  27. // 2021-09-21: Initial version.
  28. #include "imgui.h"
  29. #ifndef IMGUI_DISABLE
  30. #include "imgui_impl_sdlrenderer2.h"
  31. #include <stdint.h> // intptr_t
  32. // Clang warnings with -Weverything
  33. #if defined(__clang__)
  34. #pragma clang diagnostic push
  35. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  36. #endif
  37. // SDL
  38. #include <SDL.h>
  39. #if !SDL_VERSION_ATLEAST(2,0,17)
  40. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  41. #endif
  42. // SDL_Renderer data
  43. struct ImGui_ImplSDLRenderer2_Data
  44. {
  45. SDL_Renderer* Renderer; // Main viewport's renderer
  46. SDL_Texture* FontTexture;
  47. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  48. };
  49. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  50. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  51. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  52. {
  53. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  54. }
  55. // Functions
  56. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  57. {
  58. ImGuiIO& io = ImGui::GetIO();
  59. IMGUI_CHECKVERSION();
  60. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  61. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  62. // Setup backend capabilities flags
  63. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  64. io.BackendRendererUserData = (void*)bd;
  65. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  66. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  67. bd->Renderer = renderer;
  68. return true;
  69. }
  70. void ImGui_ImplSDLRenderer2_Shutdown()
  71. {
  72. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  73. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  74. ImGuiIO& io = ImGui::GetIO();
  75. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  76. io.BackendRendererName = nullptr;
  77. io.BackendRendererUserData = nullptr;
  78. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  79. IM_DELETE(bd);
  80. }
  81. static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
  82. {
  83. // Clear out any viewports and cliprect set by the user
  84. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  85. SDL_RenderSetViewport(renderer, nullptr);
  86. SDL_RenderSetClipRect(renderer, nullptr);
  87. }
  88. void ImGui_ImplSDLRenderer2_NewFrame()
  89. {
  90. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  91. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
  92. if (!bd->FontTexture)
  93. ImGui_ImplSDLRenderer2_CreateDeviceObjects();
  94. }
  95. void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  96. {
  97. // If there's a scale factor set by the user, use that instead
  98. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  99. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  100. float rsx = 1.0f;
  101. float rsy = 1.0f;
  102. SDL_RenderGetScale(renderer, &rsx, &rsy);
  103. ImVec2 render_scale;
  104. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  105. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  106. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  107. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  108. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  109. if (fb_width == 0 || fb_height == 0)
  110. return;
  111. // Backup SDL_Renderer state that will be modified to restore it afterwards
  112. struct BackupSDLRendererState
  113. {
  114. SDL_Rect Viewport;
  115. bool ClipEnabled;
  116. SDL_Rect ClipRect;
  117. };
  118. BackupSDLRendererState old = {};
  119. old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
  120. SDL_RenderGetViewport(renderer, &old.Viewport);
  121. SDL_RenderGetClipRect(renderer, &old.ClipRect);
  122. // Will project scissor/clipping rectangles into framebuffer space
  123. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  124. ImVec2 clip_scale = render_scale;
  125. // Render command lists
  126. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  127. for (int n = 0; n < draw_data->CmdListsCount; n++)
  128. {
  129. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  130. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  131. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  132. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  133. {
  134. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  135. if (pcmd->UserCallback)
  136. {
  137. // User callback, registered via ImDrawList::AddCallback()
  138. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  139. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  140. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  141. else
  142. pcmd->UserCallback(cmd_list, pcmd);
  143. }
  144. else
  145. {
  146. // Project scissor/clipping rectangles into framebuffer space
  147. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  148. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  149. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  150. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  151. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  152. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  153. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  154. continue;
  155. 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) };
  156. SDL_RenderSetClipRect(renderer, &r);
  157. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  158. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  159. #if SDL_VERSION_ATLEAST(2,0,19)
  160. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  161. #else
  162. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  163. #endif
  164. // Bind texture, Draw
  165. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  166. SDL_RenderGeometryRaw(renderer, tex,
  167. xy, (int)sizeof(ImDrawVert),
  168. color, (int)sizeof(ImDrawVert),
  169. uv, (int)sizeof(ImDrawVert),
  170. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  171. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  172. }
  173. }
  174. }
  175. // Restore modified SDL_Renderer state
  176. SDL_RenderSetViewport(renderer, &old.Viewport);
  177. SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  178. }
  179. // Called by Init/NewFrame/Shutdown
  180. bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
  181. {
  182. ImGuiIO& io = ImGui::GetIO();
  183. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  184. // Build texture atlas
  185. unsigned char* pixels;
  186. int width, height;
  187. 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.
  188. // Upload texture to graphics system
  189. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  190. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  191. if (bd->FontTexture == nullptr)
  192. {
  193. SDL_Log("error creating texture");
  194. return false;
  195. }
  196. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  197. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  198. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  199. // Store our identifier
  200. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  201. return true;
  202. }
  203. void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
  204. {
  205. ImGuiIO& io = ImGui::GetIO();
  206. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  207. if (bd->FontTexture)
  208. {
  209. io.Fonts->SetTexID(0);
  210. SDL_DestroyTexture(bd->FontTexture);
  211. bd->FontTexture = nullptr;
  212. }
  213. }
  214. bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  215. {
  216. return ImGui_ImplSDLRenderer2_CreateFontsTexture();
  217. }
  218. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  219. {
  220. ImGui_ImplSDLRenderer2_DestroyFontsTexture();
  221. }
  222. //-----------------------------------------------------------------------------
  223. #if defined(__clang__)
  224. #pragma clang diagnostic pop
  225. #endif
  226. #endif // #ifndef IMGUI_DISABLE