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