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@ -12,8 +12,9 @@ |
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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// [ ] Renderer: Multi-viewport support (multiple windows).
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// [X] Renderer: Multi-viewport support (multiple windows).
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// FIXME: Missing way to share textures betweens renderers: shttps://github.com/libsdl-org/SDL/issues/6742
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// FIXME: Missing way to specify a projection matrix, so our vertices in absolute coordinates are not displayed correctly in multi-viewports mode.
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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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@ -24,6 +25,7 @@ |
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. (#5835)
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// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
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// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
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@ -63,6 +65,10 @@ static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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// Forward Declarations
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static void ImGui_ImplSDLRenderer3_InitPlatformInterface(); |
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static void ImGui_ImplSDLRenderer3_ShutdownPlatformInterface(); |
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// Functions
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bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) |
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{ |
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@ -76,9 +82,13 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_sdlrenderer3"; |
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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_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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bd->Renderer = renderer; |
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
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ImGui_ImplSDLRenderer3_InitPlatformInterface(); |
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return true; |
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} |
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@ -88,6 +98,7 @@ void ImGui_ImplSDLRenderer3_Shutdown() |
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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_ImplSDLRenderer3_ShutdownPlatformInterface(); |
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ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); |
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io.BackendRendererName = nullptr; |
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@ -276,6 +287,77 @@ void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() |
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ImGui_ImplSDLRenderer3_DestroyFontsTexture(); |
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} |
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplSDLRenderer3_ViewportData |
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{ |
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SDL_Renderer* Renderer; |
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ImGui_ImplSDLRenderer3_ViewportData() { Renderer = nullptr; } |
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~ImGui_ImplSDLRenderer3_ViewportData() { IM_ASSERT(Renderer == nullptr); } |
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}; |
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static void ImGui_ImplSDLRenderer3_CreateWindow(ImGuiViewport* viewport) |
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{ |
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//ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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ImGui_ImplSDLRenderer3_ViewportData* vd = IM_NEW(ImGui_ImplSDLRenderer3_ViewportData)(); |
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viewport->RendererUserData = vd; |
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SDL_Window* window = (SDL_Window*)viewport->PlatformHandle; |
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vd->Renderer = SDL_CreateRenderer(window, nullptr); |
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SDL_SetRenderVSync(vd->Renderer, 0); |
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IM_ASSERT(vd->Renderer != NULL); |
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} |
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static void ImGui_ImplSDLRenderer3_DestroyWindow(ImGuiViewport* viewport) |
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{ |
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// The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it.
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if (ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData) |
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{ |
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SDL_DestroyRenderer(vd->Renderer); |
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vd->Renderer = nullptr; |
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IM_DELETE(vd); |
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} |
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viewport->RendererUserData = nullptr; |
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} |
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static void ImGui_ImplSDLRenderer3_RenderWindow(ImGuiViewport* viewport, void*) |
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{ |
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ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData; |
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if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
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{ |
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ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
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SDL_SetRenderDrawColor(vd->Renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); |
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SDL_RenderClear(vd->Renderer); |
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} |
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ImGui_ImplSDLRenderer3_RenderDrawData(viewport->DrawData, vd->Renderer); |
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} |
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static void ImGui_ImplSDLRenderer3_SwapBuffers(ImGuiViewport* viewport, void*) |
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{ |
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ImGui_ImplSDLRenderer3_ViewportData* vd = (ImGui_ImplSDLRenderer3_ViewportData*)viewport->RendererUserData; |
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SDL_RenderPresent(vd->Renderer); |
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} |
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static void ImGui_ImplSDLRenderer3_InitPlatformInterface() |
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{ |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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platform_io.Renderer_CreateWindow = ImGui_ImplSDLRenderer3_CreateWindow; |
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platform_io.Renderer_DestroyWindow = ImGui_ImplSDLRenderer3_DestroyWindow; |
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platform_io.Renderer_RenderWindow = ImGui_ImplSDLRenderer3_RenderWindow; |
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platform_io.Renderer_SwapBuffers = ImGui_ImplSDLRenderer3_SwapBuffers; |
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} |
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static void ImGui_ImplSDLRenderer3_ShutdownPlatformInterface() |
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{ |
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ImGui::DestroyPlatformWindows(); |
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} |
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//-----------------------------------------------------------------------------
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#if defined(__clang__) |
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