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1 // dear imgui: Renderer Backend for SDL_Renderer
2 // (Requires: SDL 2.0.17+)
3 
4 // Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
5 // because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
6 // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
7 
8 // Implemented features:
9 //  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
10 // Missing features:
11 //  [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
12 
13 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
14 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
15 // Read online: https://github.com/ocornut/imgui/tree/master/docs
16 
17 // CHANGELOG
18 //  2021-10-06: Backup and restore modified ClipRect/Viewport.
19 //  2021-09-21: Initial version.
20 
21 #include "imgui.h"
22 #include "imgui_impl_sdlrenderer.h"
23 #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
24 #include <stddef.h>     // intptr_t
25 #else
26 #include <stdint.h>     // intptr_t
27 #endif
28 
29 // SDL
30 #include <SDL.h>
31 #if !SDL_VERSION_ATLEAST(2,0,17)
32 #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
33 #endif
34 
35 // SDL_Renderer data
36 struct ImGui_ImplSDLRenderer_Data
37 {
38     SDL_Renderer*   SDLRenderer;
39     SDL_Texture*    FontTexture;
ImGui_ImplSDLRenderer_DataImGui_ImplSDLRenderer_Data40     ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
41 };
42 
43 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
44 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplSDLRenderer_GetBackendData()45 static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
46 {
47     return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
48 }
49 
50 // Functions
ImGui_ImplSDLRenderer_Init(SDL_Renderer * renderer)51 bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
52 {
53     ImGuiIO& io = ImGui::GetIO();
54     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
55     IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
56 
57     // Setup backend capabilities flags
58     ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
59     io.BackendRendererUserData = (void*)bd;
60     io.BackendRendererName = "imgui_impl_sdlrenderer";
61 
62     bd->SDLRenderer = renderer;
63 
64     return true;
65 }
66 
ImGui_ImplSDLRenderer_Shutdown()67 void ImGui_ImplSDLRenderer_Shutdown()
68 {
69     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
70     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
71     ImGuiIO& io = ImGui::GetIO();
72 
73     ImGui_ImplSDLRenderer_DestroyDeviceObjects();
74 
75     io.BackendRendererName = NULL;
76     io.BackendRendererUserData = NULL;
77     IM_DELETE(bd);
78 }
79 
ImGui_ImplSDLRenderer_SetupRenderState()80 static void ImGui_ImplSDLRenderer_SetupRenderState()
81 {
82 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
83 
84 	// Clear out any viewports and cliprect set by the user
85     // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
86 	SDL_RenderSetViewport(bd->SDLRenderer, NULL);
87 	SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
88 }
89 
ImGui_ImplSDLRenderer_NewFrame()90 void ImGui_ImplSDLRenderer_NewFrame()
91 {
92     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
93     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
94 
95     if (!bd->FontTexture)
96         ImGui_ImplSDLRenderer_CreateDeviceObjects();
97 }
98 
ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData * draw_data)99 void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
100 {
101 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
102 
103 	// If there's a scale factor set by the user, use that instead
104     // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
105     // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
106     float rsx = 1.0f;
107 	float rsy = 1.0f;
108 	SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
109     ImVec2 render_scale;
110 	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
111 	render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
112 
113 	// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
114 	int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
115 	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
116 	if (fb_width == 0 || fb_height == 0)
117 		return;
118 
119     // Backup SDL_Renderer state that will be modified to restore it afterwards
120     struct BackupSDLRendererState
121     {
122         SDL_Rect    Viewport;
123         bool        ClipEnabled;
124         SDL_Rect    ClipRect;
125     };
126     BackupSDLRendererState old = {};
127     old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer);
128     SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
129     SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
130 
131 	// Will project scissor/clipping rectangles into framebuffer space
132 	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
133 	ImVec2 clip_scale = render_scale;
134 
135     // Render command lists
136     ImGui_ImplSDLRenderer_SetupRenderState();
137     for (int n = 0; n < draw_data->CmdListsCount; n++)
138     {
139         const ImDrawList* cmd_list = draw_data->CmdLists[n];
140         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
141         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
142 
143         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
144         {
145             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
146             if (pcmd->UserCallback)
147             {
148                 // User callback, registered via ImDrawList::AddCallback()
149                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
150                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
151                     ImGui_ImplSDLRenderer_SetupRenderState();
152                 else
153                     pcmd->UserCallback(cmd_list, pcmd);
154             }
155             else
156             {
157                 // Project scissor/clipping rectangles into framebuffer space
158                 ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
159                 ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
160                 if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
161                 if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
162                 if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
163                 if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
164                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
165                     continue;
166 
167                 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) };
168                 SDL_RenderSetClipRect(bd->SDLRenderer, &r);
169 
170                 const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
171                 const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
172                 const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
173 
174                 // Bind texture, Draw
175 				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
176                 SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
177                     xy, (int)sizeof(ImDrawVert),
178                     color, (int)sizeof(ImDrawVert),
179                     uv, (int)sizeof(ImDrawVert),
180                     cmd_list->VtxBuffer.Size,
181                     idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
182             }
183         }
184     }
185 
186     // Restore modified SDL_Renderer state
187     SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
188     SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
189 }
190 
191 // Called by Init/NewFrame/Shutdown
ImGui_ImplSDLRenderer_CreateFontsTexture()192 bool ImGui_ImplSDLRenderer_CreateFontsTexture()
193 {
194     ImGuiIO& io = ImGui::GetIO();
195     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
196 
197     // Build texture atlas
198     unsigned char* pixels;
199     int width, height;
200     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.
201 
202     // Upload texture to graphics system
203     bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
204     if (bd->FontTexture == NULL)
205     {
206         SDL_Log("error creating texture");
207         return false;
208     }
209     SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
210     SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
211 
212     // Store our identifier
213     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
214 
215     return true;
216 }
217 
ImGui_ImplSDLRenderer_DestroyFontsTexture()218 void ImGui_ImplSDLRenderer_DestroyFontsTexture()
219 {
220     ImGuiIO& io = ImGui::GetIO();
221     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
222     if (bd->FontTexture)
223     {
224         io.Fonts->SetTexID(0);
225         SDL_DestroyTexture(bd->FontTexture);
226         bd->FontTexture = NULL;
227     }
228 }
229 
ImGui_ImplSDLRenderer_CreateDeviceObjects()230 bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
231 {
232     return ImGui_ImplSDLRenderer_CreateFontsTexture();
233 }
234 
ImGui_ImplSDLRenderer_DestroyDeviceObjects()235 void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
236 {
237     ImGui_ImplSDLRenderer_DestroyFontsTexture();
238 }
239