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