mirror of
https://github.com/ocornut/imgui.git
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295 lines
13 KiB
C++
295 lines
13 KiB
C++
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// If your application will want 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 and
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// it might be difficult to step out of those boundaries.
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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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
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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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// 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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// CHANGELOG
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// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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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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// 2023-05-30: Initial version.
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#include "imgui.h"
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#ifndef IMGUI_DISABLE
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#include "imgui_impl_sdlrenderer3.h"
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#include <stdint.h> // intptr_t
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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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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if !SDL_VERSION_ATLEAST(3,0,0)
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#error This backend requires SDL 3.0.0+
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_Data
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{
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SDL_Renderer* Renderer; // Main viewport's renderer
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SDL_Texture* FontTexture;
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ImVector<SDL_FColor> ColorBuffer;
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ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplSDLRenderer3_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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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
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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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bd->Renderer = renderer;
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return true;
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}
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void ImGui_ImplSDLRenderer3_Shutdown()
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_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_ImplSDLRenderer3_DestroyDeviceObjects();
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io.BackendRendererName = nullptr;
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io.BackendRendererUserData = nullptr;
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer3_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_SetRenderViewport(renderer, nullptr);
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SDL_SetRenderClipRect(renderer, nullptr);
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}
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void ImGui_ImplSDLRenderer3_NewFrame()
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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// https://github.com/libsdl-org/SDL/issues/9009
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static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
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{
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const Uint8* color2 = (const Uint8*)color;
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colors_out.resize(num_vertices);
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SDL_FColor* color3 = colors_out.Data;
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for (int i = 0; i < num_vertices; i++)
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{
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color3[i].r = color->r / 255.0f;
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color3[i].g = color->g / 255.0f;
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color3[i].b = color->b / 255.0f;
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color3[i].a = color->a / 255.0f;
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color2 += color_stride;
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color = (const SDL_Color*)color2;
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}
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return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
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}
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
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{
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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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_GetRenderScale(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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// 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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// 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 ViewportEnabled;
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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.ViewportEnabled = SDL_RenderViewportSet(renderer);
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old.ClipEnabled = SDL_RenderClipEnabled(renderer);
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SDL_GetRenderViewport(renderer, &old.Viewport);
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SDL_GetRenderClipRect(renderer, &old.ClipRect);
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// Setup desired state
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ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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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_ImplSDLRenderer3_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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// 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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// Render command lists
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* draw_list = draw_data->CmdLists[n];
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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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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_ImplSDLRenderer3_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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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_SetRenderClipRect(renderer, &r);
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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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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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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, 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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// Restore modified SDL_Renderer state
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SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
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SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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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.
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// Upload texture to graphics system
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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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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == nullptr)
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{
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SDL_Log("error creating texture");
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return false;
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}
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SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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return true;
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}
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void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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if (bd->FontTexture)
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{
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io.Fonts->SetTexID(0);
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SDL_DestroyTexture(bd->FontTexture);
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bd->FontTexture = nullptr;
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}
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}
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bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
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{
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return ImGui_ImplSDLRenderer3_CreateFontsTexture();
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}
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void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
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{
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ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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}
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//-----------------------------------------------------------------------------
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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#endif // #ifndef IMGUI_DISABLE
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