imgui_impl_sdlrenderer2.cpp 13 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL2
  2. // (Requires: SDL 2.0.17+)
  3. // Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
  4. // For a multi-platform app consider using other technologies:
  5. // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
  6. // - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
  7. // If your application wants to render any non trivial amount of graphics other than UI,
  8. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
  9. // and it might be difficult to step out of those boundaries.
  10. // Implemented features:
  11. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  12. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  13. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  14. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  15. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  16. // Learn about Dear ImGui:
  17. // - FAQ https://dearimgui.com/faq
  18. // - Getting Started https://dearimgui.com/getting-started
  19. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  20. // - Introduction, links and more at the top of imgui.cpp
  21. // CHANGELOG
  22. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  23. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  24. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  25. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  26. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  27. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  28. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  29. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  30. // 2021-09-21: Initial version.
  31. #include "imgui.h"
  32. #ifndef IMGUI_DISABLE
  33. #include "imgui_impl_sdlrenderer2.h"
  34. #include <stdint.h> // intptr_t
  35. // Clang warnings with -Weverything
  36. #if defined(__clang__)
  37. #pragma clang diagnostic push
  38. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  39. #endif
  40. // SDL
  41. #include <SDL.h>
  42. #if !SDL_VERSION_ATLEAST(2,0,17)
  43. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  44. #endif
  45. // SDL_Renderer data
  46. struct ImGui_ImplSDLRenderer2_Data
  47. {
  48. SDL_Renderer* Renderer; // Main viewport's renderer
  49. SDL_Texture* FontTexture;
  50. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  51. };
  52. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  53. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  54. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  55. {
  56. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  57. }
  58. // Functions
  59. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  60. {
  61. ImGuiIO& io = ImGui::GetIO();
  62. IMGUI_CHECKVERSION();
  63. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  64. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  65. // Setup backend capabilities flags
  66. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  67. io.BackendRendererUserData = (void*)bd;
  68. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  69. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  70. bd->Renderer = renderer;
  71. return true;
  72. }
  73. void ImGui_ImplSDLRenderer2_Shutdown()
  74. {
  75. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  76. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  77. ImGuiIO& io = ImGui::GetIO();
  78. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  79. io.BackendRendererName = nullptr;
  80. io.BackendRendererUserData = nullptr;
  81. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  82. IM_DELETE(bd);
  83. }
  84. static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
  85. {
  86. // Clear out any viewports and cliprect set by the user
  87. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  88. SDL_RenderSetViewport(renderer, nullptr);
  89. SDL_RenderSetClipRect(renderer, nullptr);
  90. }
  91. void ImGui_ImplSDLRenderer2_NewFrame()
  92. {
  93. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  94. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
  95. if (!bd->FontTexture)
  96. ImGui_ImplSDLRenderer2_CreateDeviceObjects();
  97. }
  98. void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  99. {
  100. // If there's a scale factor set by the user, use that instead
  101. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  102. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  103. float rsx = 1.0f;
  104. float rsy = 1.0f;
  105. SDL_RenderGetScale(renderer, &rsx, &rsy);
  106. ImVec2 render_scale;
  107. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  108. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  109. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  110. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  111. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  112. if (fb_width == 0 || fb_height == 0)
  113. return;
  114. // Backup SDL_Renderer state that will be modified to restore it afterwards
  115. struct BackupSDLRendererState
  116. {
  117. SDL_Rect Viewport;
  118. bool ClipEnabled;
  119. SDL_Rect ClipRect;
  120. };
  121. BackupSDLRendererState old = {};
  122. old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
  123. SDL_RenderGetViewport(renderer, &old.Viewport);
  124. SDL_RenderGetClipRect(renderer, &old.ClipRect);
  125. // Setup desired state
  126. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  127. // Setup render state structure (for callbacks and custom texture bindings)
  128. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  129. ImGui_ImplSDLRenderer2_RenderState render_state;
  130. render_state.Renderer = renderer;
  131. platform_io.Renderer_RenderState = &render_state;
  132. // Will project scissor/clipping rectangles into framebuffer space
  133. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  134. ImVec2 clip_scale = render_scale;
  135. // Render command lists
  136. for (int n = 0; n < draw_data->CmdListsCount; n++)
  137. {
  138. const ImDrawList* draw_list = draw_data->CmdLists[n];
  139. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  140. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  141. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  142. {
  143. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  144. if (pcmd->UserCallback)
  145. {
  146. // User callback, registered via ImDrawList::AddCallback()
  147. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  148. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  149. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  150. else
  151. pcmd->UserCallback(draw_list, pcmd);
  152. }
  153. else
  154. {
  155. // Project scissor/clipping rectangles into framebuffer space
  156. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  157. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  158. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  159. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  160. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  161. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  162. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  163. continue;
  164. 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) };
  165. SDL_RenderSetClipRect(renderer, &r);
  166. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  167. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  168. #if SDL_VERSION_ATLEAST(2,0,19)
  169. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  170. #else
  171. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  172. #endif
  173. // Bind texture, Draw
  174. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  175. SDL_RenderGeometryRaw(renderer, tex,
  176. xy, (int)sizeof(ImDrawVert),
  177. color, (int)sizeof(ImDrawVert),
  178. uv, (int)sizeof(ImDrawVert),
  179. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  180. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  181. }
  182. }
  183. }
  184. platform_io.Renderer_RenderState = nullptr;
  185. // Restore modified SDL_Renderer state
  186. SDL_RenderSetViewport(renderer, &old.Viewport);
  187. SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  188. }
  189. // Called by Init/NewFrame/Shutdown
  190. bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
  191. {
  192. ImGuiIO& io = ImGui::GetIO();
  193. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  194. // Build texture atlas
  195. unsigned char* pixels;
  196. int width, height;
  197. 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.
  198. // Upload texture to graphics system
  199. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  200. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
  201. if (bd->FontTexture == nullptr)
  202. {
  203. SDL_Log("error creating texture");
  204. return false;
  205. }
  206. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  207. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  208. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  209. // Store our identifier
  210. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  211. return true;
  212. }
  213. void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
  214. {
  215. ImGuiIO& io = ImGui::GetIO();
  216. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  217. if (bd->FontTexture)
  218. {
  219. io.Fonts->SetTexID(0);
  220. SDL_DestroyTexture(bd->FontTexture);
  221. bd->FontTexture = nullptr;
  222. }
  223. }
  224. bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  225. {
  226. return ImGui_ImplSDLRenderer2_CreateFontsTexture();
  227. }
  228. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  229. {
  230. ImGui_ImplSDLRenderer2_DestroyFontsTexture();
  231. }
  232. //-----------------------------------------------------------------------------
  233. #if defined(__clang__)
  234. #pragma clang diagnostic pop
  235. #endif
  236. #endif // #ifndef IMGUI_DISABLE