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Backends: SDLRenderer2/3: expose selected state in ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590 + #7616)
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@ -10,6 +10,7 @@
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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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// [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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@ -20,6 +21,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-10-09: 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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@ -140,12 +142,20 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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SDL_RenderGetViewport(renderer, &old.Viewport);
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SDL_RenderGetClipRect(renderer, &old.ClipRect);
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// Setup desired state
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ImGui_ImplSDLRenderer2_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_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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// 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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ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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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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@ -198,6 +208,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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}
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}
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}
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platform_io.Renderer_RenderState = NULL;
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// Restore modified SDL_Renderer state
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SDL_RenderSetViewport(renderer, &old.Viewport);
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@ -10,6 +10,7 @@
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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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// [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 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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@ -37,4 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects();
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLRenderer2_RenderState
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{
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SDL_Renderer* Renderer;
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};
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#endif // #ifndef IMGUI_DISABLE
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@ -12,6 +12,7 @@
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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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// [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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@ -22,6 +23,7 @@
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// - Introduction, links and more at the top of imgui.cpp
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// CHANGELOG
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// 2024-10-09: 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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@ -163,12 +165,20 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_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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ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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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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@ -217,6 +227,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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}
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}
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}
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platform_io.Renderer_RenderState = NULL;
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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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@ -12,6 +12,7 @@
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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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// [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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@ -39,4 +40,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
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// [BETA] Selected render state data shared with callbacks.
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// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call.
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// (Please open an issue if you feel you need access to more data)
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struct ImGui_ImplSDLRenderer3_RenderState
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{
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SDL_Renderer* Renderer;
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};
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#endif // #ifndef IMGUI_DISABLE
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@ -63,8 +63,8 @@ Other changes:
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- Tables: fixed initial auto-sizing issue with synched-instances. (#8045, #7218)
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- InputText: fixed an issue with not declaring ownership of Delete/Backspace/Arrow keys,
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preventing use of external shortcuts not guarded by an ActiveId check. (#8048) [@geertbleyen]
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- Backends: DX11, DX12, Vulkan, WGPU: expose selected state in ImGui_ImplXXXX_RenderState.
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structure during render loop. (#6969, #5834, #7468, #3590)
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- Backends: DX11, DX12, SDLRenderer2/3. Vulkan, WGPU: expose selected state in
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ImGui_ImplXXXX_RenderState structures during render loop. (#6969, #5834, #7468, #3590)
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- Backends: DX9, DX10, DX11, DX12, OpenGL, Vulkan, WGPU: Changed default texture sampler
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to Clamp instead of Repeat/Wrap. (#7468, #7511, #5999, #5502, #7230)
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