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. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  22. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  23. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  24. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  25. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  26. // 2021-09-21: Initial version.
  27. #include "imgui.h"
  28. #ifndef IMGUI_DISABLE
  29. #include "imgui_impl_sdlrenderer2.h"
  30. #include <stdint.h> // intptr_t
  31. // Clang warnings with -Weverything
  32. #if defined(__clang__)
  33. #pragma clang diagnostic push
  34. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  35. #endif
  36. // SDL
  37. #include <SDL.h>
  38. #if !SDL_VERSION_ATLEAST(2,0,17)
  39. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  40. #endif
  41. // SDL_Renderer data
  42. struct ImGui_ImplSDLRenderer2_Data
  43. {
  44. SDL_Renderer* SDLRenderer;
  45. SDL_Texture* FontTexture;
  46. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  47. };
  48. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  49. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  50. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  51. {
  52. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  53. }
  54. // Functions
  55. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  56. {
  57. ImGuiIO& io = ImGui::GetIO();
  58. IMGUI_CHECKVERSION();
  59. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  60. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  61. // Setup backend capabilities flags
  62. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  63. io.BackendRendererUserData = (void*)bd;
  64. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  65. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  66. bd->SDLRenderer = renderer;
  67. return true;
  68. }
  69. void ImGui_ImplSDLRenderer2_Shutdown()
  70. {
  71. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  72. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  73. ImGuiIO& io = ImGui::GetIO();
  74. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  75. io.BackendRendererName = nullptr;
  76. io.BackendRendererUserData = nullptr;
  77. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  78. IM_DELETE(bd);
  79. }
  80. static void ImGui_ImplSDLRenderer2_SetupRenderState()
  81. {
  82. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  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(bd->SDLRenderer, nullptr);
  86. SDL_RenderSetClipRect(bd->SDLRenderer, 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)
  96. {
  97. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  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(bd->SDLRenderer, &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(bd->SDLRenderer) == SDL_TRUE;
  121. SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
  122. SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
  123. // Will project scissor/clipping rectangles into framebuffer space
  124. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  125. ImVec2 clip_scale = render_scale;
  126. // Render command lists
  127. ImGui_ImplSDLRenderer2_SetupRenderState();
  128. for (int n = 0; n < draw_data->CmdListsCount; n++)
  129. {
  130. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  131. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  132. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  133. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  134. {
  135. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  136. if (pcmd->UserCallback)
  137. {
  138. // User callback, registered via ImDrawList::AddCallback()
  139. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  140. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  141. ImGui_ImplSDLRenderer2_SetupRenderState();
  142. else
  143. pcmd->UserCallback(cmd_list, pcmd);
  144. }
  145. else
  146. {
  147. // Project scissor/clipping rectangles into framebuffer space
  148. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  149. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  150. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  151. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  152. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  153. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  154. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  155. continue;
  156. 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) };
  157. SDL_RenderSetClipRect(bd->SDLRenderer, &r);
  158. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  159. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  160. #if SDL_VERSION_ATLEAST(2,0,19)
  161. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  162. #else
  163. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  164. #endif
  165. // Bind texture, Draw
  166. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  167. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  168. xy, (int)sizeof(ImDrawVert),
  169. color, (int)sizeof(ImDrawVert),
  170. uv, (int)sizeof(ImDrawVert),
  171. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  172. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  173. }
  174. }
  175. }
  176. // Restore modified SDL_Renderer state
  177. SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
  178. SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  179. }
  180. // Called by Init/NewFrame/Shutdown
  181. bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
  182. {
  183. ImGuiIO& io = ImGui::GetIO();
  184. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  185. // Build texture atlas
  186. unsigned char* pixels;
  187. int width, height;
  188. 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.
  189. // Upload texture to graphics system
  190. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  191. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  192. if (bd->FontTexture == nullptr)
  193. {
  194. SDL_Log("error creating texture");
  195. return false;
  196. }
  197. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  198. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  199. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  200. // Store our identifier
  201. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  202. return true;
  203. }
  204. void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
  205. {
  206. ImGuiIO& io = ImGui::GetIO();
  207. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  208. if (bd->FontTexture)
  209. {
  210. io.Fonts->SetTexID(0);
  211. SDL_DestroyTexture(bd->FontTexture);
  212. bd->FontTexture = nullptr;
  213. }
  214. }
  215. bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  216. {
  217. return ImGui_ImplSDLRenderer2_CreateFontsTexture();
  218. }
  219. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  220. {
  221. ImGui_ImplSDLRenderer2_DestroyFontsTexture();
  222. }
  223. //-----------------------------------------------------------------------------
  224. #if defined(__clang__)
  225. #pragma clang diagnostic pop
  226. #endif
  227. #endif // #ifndef IMGUI_DISABLE