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// dear imgui: Renderer Backend for SDL_Renderer for SDL2 |
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// (Requires: SDL 2.0.17+) |
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|
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// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. |
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// For a multi-platform app consider using other technologies: |
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// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. |
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// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. |
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// If your application wants to render any non trivial amount of graphics other than UI, |
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user |
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// and it might be difficult to step out of those boundaries. |
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|
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! |
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// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
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// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). |
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// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. |
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// Missing features: |
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// [ ] Renderer: Multi-viewport support (multiple windows). |
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|
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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|
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// CHANGELOG |
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// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture(). |
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// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. |
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// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. |
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. |
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// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. |
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. |
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
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// 2021-10-06: Backup and restore modified ClipRect/Viewport. |
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// 2021-09-21: Initial version. |
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|
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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_sdlrenderer2.h" |
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#include <stdint.h> // intptr_t |
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|
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// Clang warnings with -Weverything |
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#if defined(__clang__) |
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#pragma clang diagnostic push |
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
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#elif defined(__GNUC__) |
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#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe |
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#endif |
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|
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// SDL |
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#include <SDL.h> |
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#if !SDL_VERSION_ATLEAST(2,0,17) |
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function |
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#endif |
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|
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// SDL_Renderer data |
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struct ImGui_ImplSDLRenderer2_Data |
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{ |
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SDL_Renderer* Renderer; // Main viewport's renderer |
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|
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ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } |
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}; |
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|
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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|
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// Functions |
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bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IMGUI_CHECKVERSION(); |
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
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IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); |
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|
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// Setup backend capabilities flags |
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ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_sdlrenderer2"; |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. |
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|
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bd->Renderer = renderer; |
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|
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return true; |
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} |
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|
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void ImGui_ImplSDLRenderer2_Shutdown() |
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{ |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); |
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io.BackendRendererName = nullptr; |
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io.BackendRendererUserData = nullptr; |
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io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); |
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IM_DELETE(bd); |
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} |
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|
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static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) |
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{ |
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// Clear out any viewports and cliprect set by the user |
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. |
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SDL_RenderSetViewport(renderer, nullptr); |
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SDL_RenderSetClipRect(renderer, nullptr); |
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} |
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|
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void ImGui_ImplSDLRenderer2_NewFrame() |
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{ |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); |
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IM_UNUSED(bd); |
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} |
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|
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) |
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{ |
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// If there's a scale factor set by the user, use that instead |
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// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass |
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// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. |
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float rsx = 1.0f; |
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float rsy = 1.0f; |
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SDL_RenderGetScale(renderer, &rsx, &rsy); |
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ImVec2 render_scale; |
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
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render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; |
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|
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
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int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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|
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// Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. |
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// (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). |
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if (draw_data->Textures != nullptr) |
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for (ImTextureData* tex : *draw_data->Textures) |
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if (tex->Status != ImTextureStatus_OK) |
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ImGui_ImplSDLRenderer2_UpdateTexture(tex); |
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|
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// Backup SDL_Renderer state that will be modified to restore it afterwards |
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struct BackupSDLRendererState |
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{ |
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SDL_Rect Viewport; |
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bool ClipEnabled; |
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SDL_Rect ClipRect; |
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}; |
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BackupSDLRendererState old = {}; |
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old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; |
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SDL_RenderGetViewport(renderer, &old.Viewport); |
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SDL_RenderGetClipRect(renderer, &old.ClipRect); |
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|
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// Setup desired state |
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
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|
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// Setup render state structure (for callbacks and custom texture bindings) |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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ImGui_ImplSDLRenderer2_RenderState render_state; |
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render_state.Renderer = renderer; |
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platform_io.Renderer_RenderState = &render_state; |
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|
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// Will project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
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ImVec2 clip_scale = render_scale; |
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|
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// Render command lists |
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for (const ImDrawList* draw_list : draw_data->CmdLists) |
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{ |
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const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; |
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|
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
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else |
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pcmd->UserCallback(draw_list, pcmd); |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } |
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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|
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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) }; |
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SDL_RenderSetClipRect(renderer, &r); |
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|
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); |
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); |
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#if SDL_VERSION_ATLEAST(2,0,19) |
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ |
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#else |
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const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 |
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#endif |
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|
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// Bind texture, Draw |
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); |
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SDL_RenderGeometryRaw(renderer, tex, |
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xy, (int)sizeof(ImDrawVert), |
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color, (int)sizeof(ImDrawVert), |
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uv, (int)sizeof(ImDrawVert), |
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draw_list->VtxBuffer.Size - pcmd->VtxOffset, |
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idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); |
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} |
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} |
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} |
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platform_io.Renderer_RenderState = nullptr; |
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|
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// Restore modified SDL_Renderer state |
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SDL_RenderSetViewport(renderer, &old.Viewport); |
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SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); |
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} |
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|
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void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex) |
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{ |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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|
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if (tex->Status == ImTextureStatus_WantCreate) |
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{ |
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// Create and upload new texture to graphics system |
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//IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); |
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IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); |
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IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); |
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|
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// Create texture |
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
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SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); |
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IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); |
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SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); |
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SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); |
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SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear); |
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250 |
|
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251 |
// Store identifiers |
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tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); |
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253 |
tex->SetStatus(ImTextureStatus_OK); |
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254 |
} |
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255 |
else if (tex->Status == ImTextureStatus_WantUpdates) |
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256 |
{ |
| 4e9e2555 |
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// Update selected blocks. We only ever write to textures regions which have never been used before! |
| 4e9e2555 |
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258 |
// This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. |
| 4e9e2555 |
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259 |
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; |
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260 |
for (ImTextureRect& r : tex->Updates) |
| 4e9e2555 |
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261 |
{ |
| 4e9e2555 |
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262 |
SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; |
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SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); |
| 4e9e2555 |
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264 |
} |
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265 |
tex->SetStatus(ImTextureStatus_OK); |
| 4e9e2555 |
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266 |
} |
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267 |
else if (tex->Status == ImTextureStatus_WantDestroy) |
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268 |
{ |
| 4e9e2555 |
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269 |
SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; |
| 4e9e2555 |
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270 |
if (sdl_texture == nullptr) |
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271 |
return; |
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272 |
SDL_DestroyTexture(sdl_texture); |
| 4e9e2555 |
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273 |
|
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274 |
// Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) |
| 4e9e2555 |
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275 |
tex->SetTexID(ImTextureID_Invalid); |
| 4e9e2555 |
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276 |
tex->SetStatus(ImTextureStatus_Destroyed); |
| 1193b4be |
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277 |
} |
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278 |
} |
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279 |
|
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void ImGui_ImplSDLRenderer2_CreateDeviceObjects() |
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281 |
{ |
| 1193b4be |
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282 |
} |
| 1193b4be |
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283 |
|
| 1193b4be |
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284 |
void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() |
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285 |
{ |
| 4e9e2555 |
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286 |
// Destroy all textures |
| 4e9e2555 |
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287 |
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) |
| 4e9e2555 |
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288 |
if (tex->RefCount == 1) |
| 4e9e2555 |
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289 |
{ |
| 4e9e2555 |
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290 |
tex->SetStatus(ImTextureStatus_WantDestroy); |
| 4e9e2555 |
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291 |
ImGui_ImplSDLRenderer2_UpdateTexture(tex); |
| 4e9e2555 |
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292 |
} |
| 1193b4be |
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293 |
} |
| 1193b4be |
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|
| 1193b4be |
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//----------------------------------------------------------------------------- |
| 1193b4be |
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296 |
|
| 1193b4be |
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297 |
#if defined(__clang__) |
| 1193b4be |
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298 |
#pragma clang diagnostic pop |
| 1193b4be |
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299 |
#endif |
| 1193b4be |
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300 |
|
| 1193b4be |
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301 |
#endif // #ifndef IMGUI_DISABLE |
|
|
1970-01-01 00:00 |
302 |
|