From 432f24319319fe040e142059eb83279c53f90ab8 Mon Sep 17 00:00:00 2001 From: Aldrik Ramaekers Date: Sat, 9 Aug 2025 08:35:03 +0200 Subject: refactor 2 --- imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp | 316 ---------------------- 1 file changed, 316 deletions(-) delete mode 100644 imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp (limited to 'imgui-1.92.1/backends/imgui_impl_sdlrenderer3.cpp') 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 // 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 -#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 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& 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 -- cgit v1.2.3-70-g09d2