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authorAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
committerAldrik Ramaekers <aldrikboy@gmail.com>2025-08-09 08:35:03 +0200
commit432f24319319fe040e142059eb83279c53f90ab8 (patch)
tree5631eb0eb3a46d086070e8398d9080ff681133ac /imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp
parent5d34aff5888d3f0c624251f15bedb96c347978d6 (diff)
refactor 2
Diffstat (limited to 'imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp')
-rw-r--r--imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp316
1 files changed, 0 insertions, 316 deletions
diff --git a/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp b/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp
deleted file mode 100644
index f629491..0000000
--- a/imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp
+++ /dev/null
@@ -1,316 +0,0 @@
-// dear imgui: Renderer Backend for SDL_Renderer for SDL3
-// (Requires: SDL 3.1.8+)
-
-// Note that SDL_Renderer is an _optional_ component of SDL3, 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.
-// - SDL3+DirectX, SDL3+OpenGL, SDL3+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_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
-// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
-// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
-// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
-// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
-// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
-// 2023-05-30: Initial version.
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-#include "imgui_impl_sdlrenderer3.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 <SDL3/SDL.h>
-#if !SDL_VERSION_ATLEAST(3,0,0)
-#error This backend requires SDL 3.0.0+
-#endif
-
-// SDL_Renderer data
-struct ImGui_ImplSDLRenderer3_Data
-{
- SDL_Renderer* Renderer; // Main viewport's renderer
- ImVector<SDL_FColor> ColorBuffer;
-
- ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
-{
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
-}
-
-// Functions
-bool ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlrenderer3";
- 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_ImplSDLRenderer3_Shutdown()
-{
- ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
-
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
- IM_DELETE(bd);
-}
-
-static void ImGui_ImplSDLRenderer3_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_SetRenderViewport(renderer, nullptr);
- SDL_SetRenderClipRect(renderer, nullptr);
-}
-
-void ImGui_ImplSDLRenderer3_NewFrame()
-{
- ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
- IM_UNUSED(bd);
-}
-
-// https://github.com/libsdl-org/SDL/issues/9009
-static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
-{
- const Uint8* color2 = (const Uint8*)color;
- colors_out.resize(num_vertices);
- SDL_FColor* color3 = colors_out.Data;
- for (int i = 0; i < num_vertices; i++)
- {
- color3[i].r = color->r / 255.0f;
- color3[i].g = color->g / 255.0f;
- color3[i].b = color->b / 255.0f;
- color3[i].a = color->a / 255.0f;
- color2 += color_stride;
- color = (const SDL_Color*)color2;
- }
- return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
-}
-
-void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
-{
- ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
-
- // 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_GetRenderScale(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_ImplSDLRenderer3_UpdateTexture(tex);
-
- // Backup SDL_Renderer state that will be modified to restore it afterwards
- struct BackupSDLRendererState
- {
- SDL_Rect Viewport;
- bool ViewportEnabled;
- bool ClipEnabled;
- SDL_Rect ClipRect;
- };
- BackupSDLRendererState old = {};
- old.ViewportEnabled = SDL_RenderViewportSet(renderer);
- old.ClipEnabled = SDL_RenderClipEnabled(renderer);
- SDL_GetRenderViewport(renderer, &old.Viewport);
- SDL_GetRenderClipRect(renderer, &old.ClipRect);
-
- // Setup desired state
- ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
-
- // Setup render state structure (for callbacks and custom texture bindings)
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_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_SetRenderClipRect(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));
- const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
-
- // Bind texture, Draw
- SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
- SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, 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_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
- SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
-}
-
-void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
-{
- ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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 == 0 && 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_SCALEMODE_LINEAR);
-
- // 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_ImplSDLRenderer3_CreateDeviceObjects()
-{
-}
-
-void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
-{
- // Destroy all textures
- for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
- if (tex->RefCount == 1)
- {
- tex->SetStatus(ImTextureStatus_WantDestroy);
- ImGui_ImplSDLRenderer3_UpdateTexture(tex);
- }
-}
-
-//-----------------------------------------------------------------------------
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
-
-#endif // #ifndef IMGUI_DISABLE