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| 1 | +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 |
| 2 | +// (Requires: SDL 2.0.17+) |
| 3 | + |
| 4 | +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. |
| 5 | +// For a multi-platform app consider using other technologies: |
| 6 | +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. |
| 7 | +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. |
| 8 | +// If your application wants to render any non trivial amount of graphics other than UI, |
| 9 | +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user |
| 10 | +// and it might be difficult to step out of those boundaries. |
| 11 | + |
| 12 | +// Implemented features: |
| 13 | +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! |
| 14 | +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
| 15 | +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
| 16 | + |
| 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 | + |
| 25 | +// CHANGELOG |
| 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 | + |
| 36 | +#include "imgui.h" |
| 37 | +#ifndef IMGUI_DISABLE |
| 38 | +#include "imgui_impl_sdlrenderer2.h" |
| 39 | +#include <stdint.h> // intptr_t |
| 40 | + |
| 41 | +// Clang warnings with -Weverything |
| 42 | +#if defined(__clang__) |
| 43 | +#pragma clang diagnostic push |
| 44 | +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
| 45 | +#endif |
| 46 | + |
| 47 | +// SDL |
| 48 | +#include <SDL.h> |
| 49 | +#if !SDL_VERSION_ATLEAST(2,0,17) |
| 50 | +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function |
| 51 | +#endif |
| 52 | + |
| 53 | +// FIX(zig-gamedev): |
| 54 | +extern "C" { |
| 55 | + |
| 56 | +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); |
| 57 | +void ImGui_ImplSDLRenderer2_Shutdown(); |
| 58 | +void ImGui_ImplSDLRenderer2_NewFrame(); |
| 59 | +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); |
| 60 | + |
| 61 | +} |
| 62 | + |
| 63 | +// SDL_Renderer data |
| 64 | +struct ImGui_ImplSDLRenderer2_Data |
| 65 | +{ |
| 66 | + SDL_Renderer* Renderer; // Main viewport's renderer |
| 67 | + SDL_Texture* FontTexture; |
| 68 | + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } |
| 69 | +}; |
| 70 | + |
| 71 | +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
| 72 | +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| 73 | +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() |
| 74 | +{ |
| 75 | + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
| 76 | +} |
| 77 | + |
| 78 | +// Functions |
| 79 | +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) |
| 80 | +{ |
| 81 | + ImGuiIO& io = ImGui::GetIO(); |
| 82 | + IMGUI_CHECKVERSION(); |
| 83 | + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
| 84 | + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); |
| 85 | + |
| 86 | + // Setup backend capabilities flags |
| 87 | + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); |
| 88 | + io.BackendRendererUserData = (void*)bd; |
| 89 | + io.BackendRendererName = "imgui_impl_sdlrenderer2"; |
| 90 | + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| 91 | + |
| 92 | + bd->Renderer = renderer; |
| 93 | + |
| 94 | + return true; |
| 95 | +} |
| 96 | + |
| 97 | +void ImGui_ImplSDLRenderer2_Shutdown() |
| 98 | +{ |
| 99 | + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
| 100 | + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
| 101 | + ImGuiIO& io = ImGui::GetIO(); |
| 102 | + |
| 103 | + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); |
| 104 | + |
| 105 | + io.BackendRendererName = nullptr; |
| 106 | + io.BackendRendererUserData = nullptr; |
| 107 | + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
| 108 | + IM_DELETE(bd); |
| 109 | +} |
| 110 | + |
| 111 | +static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) |
| 112 | +{ |
| 113 | + // Clear out any viewports and cliprect set by the user |
| 114 | + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. |
| 115 | + SDL_RenderSetViewport(renderer, nullptr); |
| 116 | + SDL_RenderSetClipRect(renderer, nullptr); |
| 117 | +} |
| 118 | + |
| 119 | +void ImGui_ImplSDLRenderer2_NewFrame() |
| 120 | +{ |
| 121 | + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
| 122 | + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); |
| 123 | + |
| 124 | + if (!bd->FontTexture) |
| 125 | + ImGui_ImplSDLRenderer2_CreateDeviceObjects(); |
| 126 | +} |
| 127 | + |
| 128 | +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) |
| 129 | +{ |
| 130 | + // If there's a scale factor set by the user, use that instead |
| 131 | + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass |
| 132 | + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. |
| 133 | + float rsx = 1.0f; |
| 134 | + float rsy = 1.0f; |
| 135 | + SDL_RenderGetScale(renderer, &rsx, &rsy); |
| 136 | + ImVec2 render_scale; |
| 137 | + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
| 138 | + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; |
| 139 | + |
| 140 | + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
| 141 | + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); |
| 142 | + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); |
| 143 | + if (fb_width == 0 || fb_height == 0) |
| 144 | + return; |
| 145 | + |
| 146 | + // Backup SDL_Renderer state that will be modified to restore it afterwards |
| 147 | + struct BackupSDLRendererState |
| 148 | + { |
| 149 | + SDL_Rect Viewport; |
| 150 | + bool ClipEnabled; |
| 151 | + SDL_Rect ClipRect; |
| 152 | + }; |
| 153 | + BackupSDLRendererState old = {}; |
| 154 | + old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; |
| 155 | + SDL_RenderGetViewport(renderer, &old.Viewport); |
| 156 | + SDL_RenderGetClipRect(renderer, &old.ClipRect); |
| 157 | + |
| 158 | + // Setup desired state |
| 159 | + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
| 160 | + |
| 161 | + // Setup render state structure (for callbacks and custom texture bindings) |
| 162 | + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| 163 | + ImGui_ImplSDLRenderer2_RenderState render_state; |
| 164 | + render_state.Renderer = renderer; |
| 165 | + platform_io.Renderer_RenderState = &render_state; |
| 166 | + |
| 167 | + // Will project scissor/clipping rectangles into framebuffer space |
| 168 | + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
| 169 | + ImVec2 clip_scale = render_scale; |
| 170 | + |
| 171 | + // Render command lists |
| 172 | + for (int n = 0; n < draw_data->CmdListsCount; n++) |
| 173 | + { |
| 174 | + const ImDrawList* draw_list = draw_data->CmdLists[n]; |
| 175 | + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; |
| 176 | + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; |
| 177 | + |
| 178 | + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
| 179 | + { |
| 180 | + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
| 181 | + if (pcmd->UserCallback) |
| 182 | + { |
| 183 | + // User callback, registered via ImDrawList::AddCallback() |
| 184 | + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| 185 | + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| 186 | + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
| 187 | + else |
| 188 | + pcmd->UserCallback(draw_list, pcmd); |
| 189 | + } |
| 190 | + else |
| 191 | + { |
| 192 | + // Project scissor/clipping rectangles into framebuffer space |
| 193 | + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
| 194 | + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
| 195 | + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
| 196 | + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
| 197 | + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } |
| 198 | + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } |
| 199 | + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| 200 | + continue; |
| 201 | + |
| 202 | + 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) }; |
| 203 | + SDL_RenderSetClipRect(renderer, &r); |
| 204 | + |
| 205 | + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); |
| 206 | + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); |
| 207 | +#if SDL_VERSION_ATLEAST(2,0,19) |
| 208 | + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ |
| 209 | +#else |
| 210 | + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 |
| 211 | +#endif |
| 212 | + |
| 213 | + // Bind texture, Draw |
| 214 | + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); |
| 215 | + SDL_RenderGeometryRaw(renderer, tex, |
| 216 | + xy, (int)sizeof(ImDrawVert), |
| 217 | + color, (int)sizeof(ImDrawVert), |
| 218 | + uv, (int)sizeof(ImDrawVert), |
| 219 | + draw_list->VtxBuffer.Size - pcmd->VtxOffset, |
| 220 | + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); |
| 221 | + } |
| 222 | + } |
| 223 | + } |
| 224 | + platform_io.Renderer_RenderState = nullptr; |
| 225 | + |
| 226 | + // Restore modified SDL_Renderer state |
| 227 | + SDL_RenderSetViewport(renderer, &old.Viewport); |
| 228 | + SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); |
| 229 | +} |
| 230 | + |
| 231 | +// Called by Init/NewFrame/Shutdown |
| 232 | +bool ImGui_ImplSDLRenderer2_CreateFontsTexture() |
| 233 | +{ |
| 234 | + ImGuiIO& io = ImGui::GetIO(); |
| 235 | + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
| 236 | + |
| 237 | + // Build texture atlas |
| 238 | + unsigned char* pixels; |
| 239 | + int width, height; |
| 240 | + 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. |
| 241 | + |
| 242 | + // Upload texture to graphics system |
| 243 | + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
| 244 | + bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); |
| 245 | + if (bd->FontTexture == nullptr) |
| 246 | + { |
| 247 | + SDL_Log("error creating texture"); |
| 248 | + return false; |
| 249 | + } |
| 250 | + SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); |
| 251 | + SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); |
| 252 | + SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); |
| 253 | + |
| 254 | + // Store our identifier |
| 255 | + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
| 256 | + |
| 257 | + return true; |
| 258 | +} |
| 259 | + |
| 260 | +void ImGui_ImplSDLRenderer2_DestroyFontsTexture() |
| 261 | +{ |
| 262 | + ImGuiIO& io = ImGui::GetIO(); |
| 263 | + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
| 264 | + if (bd->FontTexture) |
| 265 | + { |
| 266 | + io.Fonts->SetTexID(0); |
| 267 | + SDL_DestroyTexture(bd->FontTexture); |
| 268 | + bd->FontTexture = nullptr; |
| 269 | + } |
| 270 | +} |
| 271 | + |
| 272 | +bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() |
| 273 | +{ |
| 274 | + return ImGui_ImplSDLRenderer2_CreateFontsTexture(); |
| 275 | +} |
| 276 | + |
| 277 | +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() |
| 278 | +{ |
| 279 | + ImGui_ImplSDLRenderer2_DestroyFontsTexture(); |
| 280 | +} |
| 281 | + |
| 282 | +//----------------------------------------------------------------------------- |
| 283 | + |
| 284 | +#if defined(__clang__) |
| 285 | +#pragma clang diagnostic pop |
| 286 | +#endif |
| 287 | + |
| 288 | +#endif // #ifndef IMGUI_DISABLE |
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