1
0
mirror of https://github.com/ocornut/imgui.git synced 2024-11-23 23:31:08 +01:00

Backends: SDL_Renderer: Amend 1d2d246, various tweaks, fixes, sync to latest. (#3926)

This commit is contained in:
ocornut 2021-09-21 19:29:39 +02:00
parent 62b17f928e
commit fba756176d
10 changed files with 123 additions and 121 deletions

View File

@ -251,11 +251,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
return true;
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
@ -283,6 +278,11 @@ bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
}
void ImGui_ImplSDL2_Shutdown()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();

View File

@ -21,11 +21,11 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

View File

@ -1,15 +1,21 @@
// dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// Missing features:
// [ ] Renderer: Support for large meshes (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.
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// CHANGELOG
// 2021-16-03: Creation
// 2021-09-21: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer.h"
@ -19,16 +25,17 @@
#include <stdint.h> // intptr_t
#endif
#include "SDL.h"
#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17
# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function
// 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_ImplSDLRenderer_Data
{
SDL_Renderer *SDLRenderer;
SDL_Texture *FontTexture;
SDL_Renderer* SDLRenderer;
SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
};
@ -40,7 +47,7 @@ static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
}
// Functions
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer)
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
@ -49,16 +56,18 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer)
// Setup backend capabilities flags
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_SDLRenderer";
io.BackendRendererName = "imgui_impl_sdlrenderer";
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_DestroyDeviceObjects();
@ -69,9 +78,10 @@ void ImGui_ImplSDLRenderer_Shutdown()
static void ImGui_ImplSDLRenderer_SetupRenderState()
{
ImGui_ImplSDLRenderer_Data *bd = ImGui_ImplSDLRenderer_GetBackendData();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// Clear out any viewports and cliprects set by the user
// 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(bd->SDLRenderer, NULL);
SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
}
@ -81,9 +91,8 @@ void ImGui_ImplSDLRenderer_NewFrame()
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
if (!bd->FontTexture) {
if (!bd->FontTexture)
ImGui_ImplSDLRenderer_CreateDeviceObjects();
}
}
void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
@ -91,35 +100,33 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
// If there's a scale factor set by the user, use that instead
float rsX = 1.0f;
float rsY = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY);
ImVec2 renderScale;
// 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.
renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
renderScale.y = (rsY == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
// 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(bd->SDLRenderer, &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 * renderScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y);
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;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = renderScale;
ImVec2 clip_scale = render_scale;
// Render command lists
ImGui_ImplSDLRenderer_SetupRenderState();
for (int n = 0; n < draw_data->CmdListsCount; n++) {
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];
@ -127,53 +134,39 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
{
// 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) {
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplSDLRenderer_SetupRenderState();
} else {
else
pcmd->UserCallback(cmd_list, pcmd);
}
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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 > fb_width) { clip_max.x = (float)fb_width; }
if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
continue;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
SDL_Rect r;
r.x = clip_rect.x;
r.y = clip_rect.y;
r.w = clip_rect.z - clip_rect.x;
r.h = clip_rect.w - clip_rect.y;
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(bd->SDLRenderer, &r);
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
int xy_stride = sizeof(ImDrawVert);
float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
int uv_stride = sizeof(ImDrawVert);
float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
int col_stride = sizeof(ImDrawVert);
int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId;
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, xy_stride, color,
col_stride,
uv, uv_stride,
cmd_list->VtxBuffer.Size,
idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx));
}
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert),
cmd_list->VtxBuffer.Size,
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
}
idx_buffer += pcmd->ElemCount;
}
}
}
@ -181,19 +174,24 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_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
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == NULL) {
if (bd->FontTexture == NULL)
{
SDL_Log("error creating texture");
return false;
}
SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
@ -204,7 +202,8 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
if (bd->FontTexture) {
if (bd->FontTexture)
{
io.Fonts->SetTexID(0);
SDL_DestroyTexture(bd->FontTexture);
bd->FontTexture = NULL;
@ -220,4 +219,3 @@ void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer_DestroyFontsTexture();
}

View File

@ -1,13 +1,21 @@
// dear imgui: Renderer Backend for SDL using SDL_Renderer
// dear imgui: Renderer Backend for SDL_Renderer
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// Missing features:
// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer);
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);

View File

@ -75,7 +75,7 @@ List of Renderer Backends:
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_sdlrenderer.cpp; use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath
imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
imgui_impl_vulkan.cpp ; Vulkan
imgui_impl_wgpu.cpp ; WebGPU

View File

@ -84,10 +84,12 @@ Other Changes:
- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
- Backends: WebGPU: Fixed for latest specs. (#4472) [@Kangz]
- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
a direct unclipped PushClipRect() call. (#4464)
- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
-----------------------------------------------------------------------

View File

@ -130,11 +130,6 @@ This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
Use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
It requires SDL 2.0.17+
[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
@ -180,6 +175,12 @@ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
This uses more modern OpenGL calls and custom shaders. <BR>
This may actually also work with OpenGL 2.x contexts! <BR>
[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + SDL_Renderer (most graphics backends are supported underneath) <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
This requires SDL 2.0.17+ (expected to release November 2021) <BR>
We do not really recommend using SDL_Renderer as it is a rather primitive API.
[example_sdl_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_vulkan/) <BR>
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example. <BR>
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp <BR>

View File

@ -6,7 +6,7 @@
```
set SDL2_DIR=path_to_your_sdl2_folder
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries
# or for 64-bit:
cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl.cpp ..\..\backends\imgui_impl_sdlrenderer.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console
```

View File

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -28,27 +28,27 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -178,4 +178,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -3,8 +3,9 @@
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
// See imgui_impl_sdl.cpp for details.
// (Requires: SDL 2.0.17+)
// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -12,8 +13,8 @@
#include <stdio.h>
#include <SDL.h>
#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17
# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function
#if !SDL_VERSION_ATLEAST(2,0,17)
#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
#endif
// Main code
@ -28,18 +29,20 @@ int main(int, char**)
return -1;
}
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengles2");
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl");
// SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
// Setup window
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
// Setup SDL_Renderer instance
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
SDL_Log("Error creating SDL_Renderer!");
return false;
}
//SDL_RendererInfo info;
//SDL_GetRendererInfo(renderer, &info);
//SDL_Log("Current SDL_Renderer: %s", info.name);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
@ -54,17 +57,6 @@ int main(int, char**)
// Setup Platform/Renderer backends
ImGui_ImplSDL2_InitForSDLRenderer(window);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
if (renderer == NULL) {
SDL_Log("Error creating SDL renderer");
return false;
} else {
SDL_RendererInfo info;
SDL_GetRendererInfo(renderer, &info);
SDL_Log("Current SDL Renderer: %s", info.name);
}
ImGui_ImplSDLRenderer_Init(renderer);
// Load Fonts
@ -150,8 +142,9 @@ int main(int, char**)
// Rendering
ImGui::Render();
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255));
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}