imgui_impl_sdlrenderer2.cpp 14 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  12. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  13. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  14. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  15. // Missing features:
  16. // [ ] Renderer: Multi-viewport support (multiple windows).
  17. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  18. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  19. // Learn about Dear ImGui:
  20. // - FAQ https://dearimgui.com/faq
  21. // - Getting Started https://dearimgui.com/getting-started
  22. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  23. // - Introduction, links and more at the top of imgui.cpp
  24. // CHANGELOG
  25. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
  26. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  27. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  28. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  29. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
  30. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  31. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  32. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  33. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  34. // 2021-09-21: Initial version.
  35. #include "imgui.h"
  36. #ifndef IMGUI_DISABLE
  37. #include "imgui_impl_sdlrenderer2.h"
  38. #include <stdint.h> // intptr_t
  39. // Clang warnings with -Weverything
  40. #if defined(__clang__)
  41. #pragma clang diagnostic push
  42. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  43. #elif defined(__GNUC__)
  44. #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
  45. #endif
  46. // SDL
  47. #include <SDL.h>
  48. #if !SDL_VERSION_ATLEAST(2,0,17)
  49. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  50. #endif
  51. // SDL_Renderer data
  52. struct ImGui_ImplSDLRenderer2_Data
  53. {
  54. SDL_Renderer* Renderer; // Main viewport's renderer
  55. ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
  56. };
  57. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  58. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  59. static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
  60. {
  61. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  62. }
  63. // Functions
  64. bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
  65. {
  66. ImGuiIO& io = ImGui::GetIO();
  67. IMGUI_CHECKVERSION();
  68. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  69. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  70. // Setup backend capabilities flags
  71. ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
  72. io.BackendRendererUserData = (void*)bd;
  73. io.BackendRendererName = "imgui_impl_sdlrenderer2";
  74. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  75. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  76. bd->Renderer = renderer;
  77. return true;
  78. }
  79. void ImGui_ImplSDLRenderer2_Shutdown()
  80. {
  81. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  82. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  83. ImGuiIO& io = ImGui::GetIO();
  84. ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
  85. io.BackendRendererName = nullptr;
  86. io.BackendRendererUserData = nullptr;
  87. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  88. IM_DELETE(bd);
  89. }
  90. static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
  91. {
  92. // Clear out any viewports and cliprect set by the user
  93. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  94. SDL_RenderSetViewport(renderer, nullptr);
  95. SDL_RenderSetClipRect(renderer, nullptr);
  96. }
  97. void ImGui_ImplSDLRenderer2_NewFrame()
  98. {
  99. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  100. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
  101. IM_UNUSED(bd);
  102. }
  103. void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  104. {
  105. // If there's a scale factor set by the user, use that instead
  106. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  107. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  108. float rsx = 1.0f;
  109. float rsy = 1.0f;
  110. SDL_RenderGetScale(renderer, &rsx, &rsy);
  111. ImVec2 render_scale;
  112. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  113. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  114. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  115. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  116. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  117. if (fb_width == 0 || fb_height == 0)
  118. return;
  119. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  120. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  121. if (draw_data->Textures != nullptr)
  122. for (ImTextureData* tex : *draw_data->Textures)
  123. if (tex->Status != ImTextureStatus_OK)
  124. ImGui_ImplSDLRenderer2_UpdateTexture(tex);
  125. // Backup SDL_Renderer state that will be modified to restore it afterwards
  126. struct BackupSDLRendererState
  127. {
  128. SDL_Rect Viewport;
  129. bool ClipEnabled;
  130. SDL_Rect ClipRect;
  131. };
  132. BackupSDLRendererState old = {};
  133. old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
  134. SDL_RenderGetViewport(renderer, &old.Viewport);
  135. SDL_RenderGetClipRect(renderer, &old.ClipRect);
  136. // Setup desired state
  137. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  138. // Setup render state structure (for callbacks and custom texture bindings)
  139. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  140. ImGui_ImplSDLRenderer2_RenderState render_state;
  141. render_state.Renderer = renderer;
  142. platform_io.Renderer_RenderState = &render_state;
  143. // Will project scissor/clipping rectangles into framebuffer space
  144. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  145. ImVec2 clip_scale = render_scale;
  146. // Render command lists
  147. for (int n = 0; n < draw_data->CmdListsCount; n++)
  148. {
  149. const ImDrawList* draw_list = draw_data->CmdLists[n];
  150. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  151. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  152. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  153. {
  154. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  155. if (pcmd->UserCallback)
  156. {
  157. // User callback, registered via ImDrawList::AddCallback()
  158. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  159. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  160. ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
  161. else
  162. pcmd->UserCallback(draw_list, pcmd);
  163. }
  164. else
  165. {
  166. // Project scissor/clipping rectangles into framebuffer space
  167. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  168. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  169. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  170. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  171. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  172. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  173. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  174. continue;
  175. 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) };
  176. SDL_RenderSetClipRect(renderer, &r);
  177. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  178. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  179. #if SDL_VERSION_ATLEAST(2,0,19)
  180. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  181. #else
  182. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  183. #endif
  184. // Bind texture, Draw
  185. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  186. SDL_RenderGeometryRaw(renderer, tex,
  187. xy, (int)sizeof(ImDrawVert),
  188. color, (int)sizeof(ImDrawVert),
  189. uv, (int)sizeof(ImDrawVert),
  190. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  191. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  192. }
  193. }
  194. }
  195. platform_io.Renderer_RenderState = nullptr;
  196. // Restore modified SDL_Renderer state
  197. SDL_RenderSetViewport(renderer, &old.Viewport);
  198. SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  199. }
  200. void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
  201. {
  202. ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
  203. if (tex->Status == ImTextureStatus_WantCreate)
  204. {
  205. // Create and upload new texture to graphics system
  206. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  207. IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
  208. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  209. // Create texture
  210. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  211. SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
  212. IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
  213. SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
  214. SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
  215. SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
  216. // Store identifiers
  217. tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
  218. tex->SetStatus(ImTextureStatus_OK);
  219. }
  220. else if (tex->Status == ImTextureStatus_WantUpdates)
  221. {
  222. // Update selected blocks. We only ever write to textures regions which have never been used before!
  223. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  224. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  225. for (ImTextureRect& r : tex->Updates)
  226. {
  227. SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
  228. SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
  229. }
  230. tex->SetStatus(ImTextureStatus_OK);
  231. }
  232. else if (tex->Status == ImTextureStatus_WantDestroy)
  233. {
  234. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  235. if (sdl_texture == nullptr)
  236. return;
  237. SDL_DestroyTexture(sdl_texture);
  238. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  239. tex->SetTexID(ImTextureID_Invalid);
  240. tex->SetStatus(ImTextureStatus_Destroyed);
  241. }
  242. }
  243. void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
  244. {
  245. }
  246. void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
  247. {
  248. // Destroy all textures
  249. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  250. if (tex->RefCount == 1)
  251. {
  252. tex->SetStatus(ImTextureStatus_WantDestroy);
  253. ImGui_ImplSDLRenderer2_UpdateTexture(tex);
  254. }
  255. }
  256. //-----------------------------------------------------------------------------
  257. #if defined(__clang__)
  258. #pragma clang diagnostic pop
  259. #endif
  260. #endif // #ifndef IMGUI_DISABLE