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authorNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
committerNao Pross <np@0hm.ch>2024-02-12 14:52:43 +0100
commiteda5bc26f44ee9a6f83dcf8c91f17296d7fc509d (patch)
treebc2efa38ff4e350f9a111ac87065cd7ae9a911c7 /src/imgui/backends/imgui_impl_sdlrenderer3.cpp
downloadfsisotool-eda5bc26f44ee9a6f83dcf8c91f17296d7fc509d.tar.gz
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Move into version control
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+// dear imgui: Renderer Backend for SDL_Renderer for SDL3
+// (Requires: SDL 3.0.0+)
+
+// Note how SDL_Renderer is an _optional_ component of SDL3.
+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
+// If your application will want 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 ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
+
+// 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
+// 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
+#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* SDLRenderer;
+ SDL_Texture* FontTexture;
+ 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();
+ 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.
+
+ bd->SDLRenderer = 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;
+ IM_DELETE(bd);
+}
+
+static void ImGui_ImplSDLRenderer3_SetupRenderState()
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+ // 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(bd->SDLRenderer, nullptr);
+ SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
+}
+
+void ImGui_ImplSDLRenderer3_NewFrame()
+{
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+ IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
+
+ if (!bd->FontTexture)
+ ImGui_ImplSDLRenderer3_CreateDeviceObjects();
+}
+
+void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
+{
+ 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(bd->SDLRenderer, &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;
+
+ // 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_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
+ SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
+
+ // 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
+ ImGui_ImplSDLRenderer3_SetupRenderState();
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
+ const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
+
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_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();
+ else
+ pcmd->UserCallback(cmd_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(bd->SDLRenderer, &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(bd->SDLRenderer, tex,
+ xy, (int)sizeof(ImDrawVert),
+ color, (int)sizeof(ImDrawVert),
+ uv, (int)sizeof(ImDrawVert),
+ cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
+ idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
+ }
+ }
+ }
+
+ // Restore modified SDL_Renderer state
+ SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
+ SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
+}
+
+// Called by Init/NewFrame/Shutdown
+bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+
+ // Build texture atlas
+ unsigned char* pixels;
+ int width, height;
+ 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.
+
+ // Upload texture to graphics system
+ // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
+ bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
+ if (bd->FontTexture == nullptr)
+ {
+ SDL_Log("error creating texture");
+ return false;
+ }
+ SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
+ SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
+
+ // Store our identifier
+ io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
+
+ return true;
+}
+
+void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
+ if (bd->FontTexture)
+ {
+ io.Fonts->SetTexID(0);
+ SDL_DestroyTexture(bd->FontTexture);
+ bd->FontTexture = nullptr;
+ }
+}
+
+bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
+{
+ return ImGui_ImplSDLRenderer3_CreateFontsTexture();
+}
+
+void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
+{
+ ImGui_ImplSDLRenderer3_DestroyFontsTexture();
+}
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#endif
+
+#endif // #ifndef IMGUI_DISABLE