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- // dear imgui: Renderer Backend for SDL_Renderer for SDL2
- // (Requires: SDL 2.0.17+)
- // Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete.
- // For a multi-platform app consider using other technologies:
- // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3.
- // - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers.
- // If your application wants to render any non trivial amount of graphics other than UI,
- // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
- // and it might be difficult to step out of those boundaries.
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
- // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
- // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
- // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
- // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // CHANGELOG
- // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture().
- // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
- // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
- // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
- // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
- // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
- // 2021-10-06: Backup and restore modified ClipRect/Viewport.
- // 2021-09-21: Initial version.
- #include "imgui.h"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_sdlrenderer2.h"
- #include <stdint.h> // intptr_t
- // Clang warnings with -Weverything
- #if defined(__clang__)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
- #elif defined(__GNUC__)
- #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
- #endif
- // SDL
- #include <SDL.h>
- #if !SDL_VERSION_ATLEAST(2,0,17)
- #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
- #endif
- // SDL_Renderer data
- struct ImGui_ImplSDLRenderer2_Data
- {
- SDL_Renderer* Renderer; // Main viewport's renderer
- ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
- };
- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
- }
- // Functions
- bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
- {
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
- // Setup backend capabilities flags
- ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlrenderer2";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
- bd->Renderer = renderer;
- return true;
- }
- void ImGui_ImplSDLRenderer2_Shutdown()
- {
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
- IM_DELETE(bd);
- }
- static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
- {
- // Clear out any viewports and cliprect set by the user
- // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
- SDL_RenderSetViewport(renderer, nullptr);
- SDL_RenderSetClipRect(renderer, nullptr);
- }
- void ImGui_ImplSDLRenderer2_NewFrame()
- {
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
- IM_UNUSED(bd);
- }
- void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
- {
- // If there's a scale factor set by the user, use that instead
- // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
- // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
- float rsx = 1.0f;
- float rsy = 1.0f;
- SDL_RenderGetScale(renderer, &rsx, &rsy);
- ImVec2 render_scale;
- render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
- render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
- // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
- if (draw_data->Textures != nullptr)
- for (ImTextureData* tex : *draw_data->Textures)
- if (tex->Status != ImTextureStatus_OK)
- ImGui_ImplSDLRenderer2_UpdateTexture(tex);
- // Backup SDL_Renderer state that will be modified to restore it afterwards
- struct BackupSDLRendererState
- {
- SDL_Rect Viewport;
- bool ClipEnabled;
- SDL_Rect ClipRect;
- };
- BackupSDLRendererState old = {};
- old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
- SDL_RenderGetViewport(renderer, &old.Viewport);
- SDL_RenderGetClipRect(renderer, &old.ClipRect);
- // Setup desired state
- ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
- // Setup render state structure (for callbacks and custom texture bindings)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- ImGui_ImplSDLRenderer2_RenderState render_state;
- render_state.Renderer = renderer;
- platform_io.Renderer_RenderState = &render_state;
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = render_scale;
- // Render command lists
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* draw_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
- for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
- else
- pcmd->UserCallback(draw_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
- ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
- if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
- if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
- if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
- 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) };
- SDL_RenderSetClipRect(renderer, &r);
- const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
- const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
- #if SDL_VERSION_ATLEAST(2,0,19)
- const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
- #else
- const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
- #endif
- // Bind texture, Draw
- SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
- SDL_RenderGeometryRaw(renderer, tex,
- xy, (int)sizeof(ImDrawVert),
- color, (int)sizeof(ImDrawVert),
- uv, (int)sizeof(ImDrawVert),
- draw_list->VtxBuffer.Size - pcmd->VtxOffset,
- idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
- }
- }
- }
- platform_io.Renderer_RenderState = nullptr;
- // Restore modified SDL_Renderer state
- SDL_RenderSetViewport(renderer, &old.Viewport);
- SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
- }
- void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex)
- {
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- if (tex->Status == ImTextureStatus_WantCreate)
- {
- // Create and upload new texture to graphics system
- //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
- IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr);
- IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
- // Create texture
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
- IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
- SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
- SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
- SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear);
- // Store identifiers
- tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
- tex->SetStatus(ImTextureStatus_OK);
- }
- else if (tex->Status == ImTextureStatus_WantUpdates)
- {
- // Update selected blocks. We only ever write to textures regions which have never been used before!
- // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
- SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
- for (ImTextureRect& r : tex->Updates)
- {
- SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
- SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
- }
- tex->SetStatus(ImTextureStatus_OK);
- }
- else if (tex->Status == ImTextureStatus_WantDestroy)
- {
- SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
- if (sdl_texture == nullptr)
- return;
- SDL_DestroyTexture(sdl_texture);
- // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
- tex->SetTexID(ImTextureID_Invalid);
- tex->SetStatus(ImTextureStatus_Destroyed);
- }
- }
- void ImGui_ImplSDLRenderer2_CreateDeviceObjects()
- {
- }
- void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
- {
- // Destroy all textures
- for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
- if (tex->RefCount == 1)
- {
- tex->SetStatus(ImTextureStatus_WantDestroy);
- ImGui_ImplSDLRenderer2_UpdateTexture(tex);
- }
- }
- //-----------------------------------------------------------------------------
- #if defined(__clang__)
- #pragma clang diagnostic pop
- #endif
- #endif // #ifndef IMGUI_DISABLE
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