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authorgrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
committergrm <grm@eyesin.space>2026-03-14 02:29:15 +0200
commit650e5afde271d22b3653832daf339e1bd09a10d6 (patch)
treecc5e536b0150de1109daa43a055547d2266e60dd /lib/imgui-1.90.7/backends/imgui_impl_sdlrenderer2.cpp
parent20e64711ce2a09b657fb79d59cb824e9e34d2b07 (diff)
downloadcgame-650e5afde271d22b3653832daf339e1bd09a10d6.tar.gz
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Migrate to imgui 1.92.6 and SDL3HEADmaster
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-// dear imgui: Renderer Backend for SDL_Renderer for SDL2
-// (Requires: SDL 2.0.17+)
-
-// Note how SDL_Renderer is an _optional_ component of SDL2.
-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
-// If your application will want to render any non trivial amount of graphics other than UI,
-// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
-// it might be difficult to step out of those boundaries.
-
-// Implemented features:
-// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
-// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
-
-// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
-// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
-// Learn about Dear ImGui:
-// - FAQ https://dearimgui.com/faq
-// - Getting Started https://dearimgui.com/getting-started
-// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
-// - Introduction, links and more at the top of imgui.cpp
-
-// CHANGELOG
-// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
-// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
-// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
-// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
-// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
-// 2021-10-06: Backup and restore modified ClipRect/Viewport.
-// 2021-09-21: Initial version.
-
-#include "imgui.h"
-#ifndef IMGUI_DISABLE
-#include "imgui_impl_sdlrenderer2.h"
-#include <stdint.h> // intptr_t
-
-// Clang warnings with -Weverything
-#if defined(__clang__)
-#pragma clang diagnostic push
-#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
-#endif
-
-// SDL
-#include <SDL.h>
-#if !SDL_VERSION_ATLEAST(2,0,17)
-#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
-#endif
-
-// SDL_Renderer data
-struct ImGui_ImplSDLRenderer2_Data
-{
- SDL_Renderer* Renderer; // Main viewport's renderer
- SDL_Texture* FontTexture;
- ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
-};
-
-// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
-// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
-static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData()
-{
- return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
-}
-
-// Functions
-bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
-{
- ImGuiIO& io = ImGui::GetIO();
- IMGUI_CHECKVERSION();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
-
- // Setup backend capabilities flags
- ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_sdlrenderer2";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
-
- bd->Renderer = renderer;
-
- return true;
-}
-
-void ImGui_ImplSDLRenderer2_Shutdown()
-{
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
-
- ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
-
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
- IM_DELETE(bd);
-}
-
-static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
-{
- // Clear out any viewports and cliprect set by the user
- // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
- SDL_RenderSetViewport(renderer, nullptr);
- SDL_RenderSetClipRect(renderer, nullptr);
-}
-
-void ImGui_ImplSDLRenderer2_NewFrame()
-{
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?");
-
- if (!bd->FontTexture)
- ImGui_ImplSDLRenderer2_CreateDeviceObjects();
-}
-
-void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
-{
- // If there's a scale factor set by the user, use that instead
- // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
- // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
- float rsx = 1.0f;
- float rsy = 1.0f;
- SDL_RenderGetScale(renderer, &rsx, &rsy);
- ImVec2 render_scale;
- render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
- render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
-
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
- int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
-
- // Backup SDL_Renderer state that will be modified to restore it afterwards
- struct BackupSDLRendererState
- {
- SDL_Rect Viewport;
- bool ClipEnabled;
- SDL_Rect ClipRect;
- };
- BackupSDLRendererState old = {};
- old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
- SDL_RenderGetViewport(renderer, &old.Viewport);
- SDL_RenderGetClipRect(renderer, &old.ClipRect);
-
- // Will project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
- ImVec2 clip_scale = render_scale;
-
- // Render command lists
- ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
-
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- // User callback, registered via ImDrawList::AddCallback()
- // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
- if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
- ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
- else
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
- ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
- if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
- if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
- if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
- if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
-
- 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) };
- SDL_RenderSetClipRect(renderer, &r);
-
- const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
- const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
-#if SDL_VERSION_ATLEAST(2,0,19)
- const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
-#else
- const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
-#endif
-
- // Bind texture, Draw
- SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
- SDL_RenderGeometryRaw(renderer, tex,
- xy, (int)sizeof(ImDrawVert),
- color, (int)sizeof(ImDrawVert),
- uv, (int)sizeof(ImDrawVert),
- cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
- idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
- }
- }
- }
-
- // Restore modified SDL_Renderer state
- SDL_RenderSetViewport(renderer, &old.Viewport);
- SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
-}
-
-// Called by Init/NewFrame/Shutdown
-bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
-
- // Build texture atlas
- unsigned char* pixels;
- int width, height;
- 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.
-
- // Upload texture to graphics system
- // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
- bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
- if (bd->FontTexture == nullptr)
- {
- SDL_Log("error creating texture");
- return false;
- }
- SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
- SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
- SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
-
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
-
- return true;
-}
-
-void ImGui_ImplSDLRenderer2_DestroyFontsTexture()
-{
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
- if (bd->FontTexture)
- {
- io.Fonts->SetTexID(0);
- SDL_DestroyTexture(bd->FontTexture);
- bd->FontTexture = nullptr;
- }
-}
-
-bool ImGui_ImplSDLRenderer2_CreateDeviceObjects()
-{
- return ImGui_ImplSDLRenderer2_CreateFontsTexture();
-}
-
-void ImGui_ImplSDLRenderer2_DestroyDeviceObjects()
-{
- ImGui_ImplSDLRenderer2_DestroyFontsTexture();
-}
-
-//-----------------------------------------------------------------------------
-
-#if defined(__clang__)
-#pragma clang diagnostic pop
-#endif
-
-#endif // #ifndef IMGUI_DISABLE