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Backends: SDL_Renderer: Amend 1d2d246, various tweaks, fixes, sync to latest. (#3926)
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62b17f928e
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@ -251,11 +251,6 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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return true;
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window);
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}
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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@ -283,6 +278,11 @@ bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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return ImGui_ImplSDL2_Init(window);
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
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{
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return ImGui_ImplSDL2_Init(window);
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}
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void ImGui_ImplSDL2_Shutdown()
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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@ -21,11 +21,11 @@
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struct SDL_Window;
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typedef union SDL_Event SDL_Event;
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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@ -1,15 +1,21 @@
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// dear imgui: Renderer Backend for SDL_Renderer, with Platform Backend SDL
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// dear imgui: Renderer Backend for SDL_Renderer
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
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// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
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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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// 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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// Missing features:
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// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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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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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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// 2021-16-03: Creation
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// 2021-09-21: Initial version.
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#include "imgui.h"
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#include "imgui_impl_sdlrenderer.h"
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@ -19,16 +25,17 @@
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#include <stdint.h> // intptr_t
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#endif
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#include "SDL.h"
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#if SDL_MAJOR_VERSION < 2 || SDL_MINOR_VERSION < 0 || SDL_PATCHLEVEL < 17
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# error Requires: SDL 2.0.17+ because of SDL_RenderGeometry function
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// SDL
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#include <SDL.h>
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#if !SDL_VERSION_ATLEAST(2,0,17)
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer_Data
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{
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SDL_Renderer *SDLRenderer;
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SDL_Texture *FontTexture;
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SDL_Renderer* SDLRenderer;
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SDL_Texture* FontTexture;
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ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
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};
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@ -40,7 +47,7 @@ static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
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}
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// Functions
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer)
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bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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@ -49,16 +56,18 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer)
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// Setup backend capabilities flags
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ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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io.BackendRendererUserData = (void*)bd;
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io.BackendRendererName = "imgui_impl_SDLRenderer";
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io.BackendRendererName = "imgui_impl_sdlrenderer";
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bd->SDLRenderer = renderer;
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return true;
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}
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void ImGui_ImplSDLRenderer_Shutdown()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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@ -69,9 +78,10 @@ void ImGui_ImplSDLRenderer_Shutdown()
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static void ImGui_ImplSDLRenderer_SetupRenderState()
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{
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ImGui_ImplSDLRenderer_Data *bd = ImGui_ImplSDLRenderer_GetBackendData();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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// Clear out any viewports and cliprects set by the user
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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_RenderSetViewport(bd->SDLRenderer, NULL);
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SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
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}
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@ -81,9 +91,8 @@ void ImGui_ImplSDLRenderer_NewFrame()
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
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if (!bd->FontTexture) {
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if (!bd->FontTexture)
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ImGui_ImplSDLRenderer_CreateDeviceObjects();
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}
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}
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void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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@ -91,31 +100,29 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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// If there's a scale factor set by the user, use that instead
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float rsX = 1.0f;
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float rsY = 1.0f;
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SDL_RenderGetScale(bd->SDLRenderer, &rsX, &rsY);
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ImVec2 renderScale;
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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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// 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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renderScale.x = (rsX == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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renderScale.y = (rsY == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
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float rsx = 1.0f;
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float rsy = 1.0f;
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SDL_RenderGetScale(bd->SDLRenderer, &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 * renderScale.x);
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int fb_height = (int)(draw_data->DisplaySize.y * renderScale.y);
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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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// 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 = renderScale;
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ImVec2 clip_scale = render_scale;
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// Render command lists
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ImGui_ImplSDLRenderer_SetupRenderState();
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for (int n = 0; n < draw_data->CmdListsCount; n++) {
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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@ -127,73 +134,64 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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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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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplSDLRenderer_SetupRenderState();
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} else {
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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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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ImVec4 clip_rect;
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clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
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clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
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clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
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clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
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if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
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{
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SDL_Rect r;
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r.x = clip_rect.x;
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r.y = clip_rect.y;
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r.w = clip_rect.z - clip_rect.x;
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r.h = clip_rect.w - clip_rect.y;
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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 > fb_width) { clip_max.x = (float)fb_width; }
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if (clip_max.y > 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_RenderSetClipRect(bd->SDLRenderer, &r);
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const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
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const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
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const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
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int xy_stride = sizeof(ImDrawVert);
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float *xy = (float *)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
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int uv_stride = sizeof(ImDrawVert);
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float *uv = (float*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
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int col_stride = sizeof(ImDrawVert);
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int *color = (int*)((char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
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SDL_Texture *tex = (SDL_Texture*)pcmd->TextureId;
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// Bind texture, Draw
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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xy, xy_stride, color,
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col_stride,
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uv, uv_stride,
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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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cmd_list->VtxBuffer.Size,
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idx_buffer, pcmd->ElemCount, sizeof (ImDrawIdx));
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idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
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}
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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}
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_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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bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
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if (bd->FontTexture == NULL) {
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if (bd->FontTexture == NULL)
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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, NULL, pixels, 4 * width);
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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// Store our identifier
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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@ -204,7 +202,8 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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if (bd->FontTexture) {
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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 = NULL;
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@ -220,4 +219,3 @@ void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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{
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ImGui_ImplSDLRenderer_DestroyFontsTexture();
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}
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@ -1,13 +1,21 @@
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// dear imgui: Renderer Backend for SDL using SDL_Renderer
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// dear imgui: Renderer Backend for SDL_Renderer
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// (Requires: SDL 2.0.17+)
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// Important to understand: SDL_Renderer is an _optional_ component of SDL. We do not recommend you use SDL_Renderer
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// because it provide a rather limited API to the end-user. We provide this backend for the sake of completeness.
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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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// 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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// Missing features:
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// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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struct SDL_Renderer;
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer *renderer);
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IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
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@ -75,7 +75,7 @@ List of Renderer Backends:
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imgui_impl_metal.mm ; Metal (with ObjC)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_sdlrenderer.cpp; use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath
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imgui_impl_sdlrenderer.cpp; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+)
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU
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@ -84,10 +84,12 @@ Other Changes:
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- Backends: Added more implicit asserts to detect invalid/redundant calls to Shutdown functions. (#4562)
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- Backends: OpenGL3: Fixed our custom GL loader conflicting with user using GL3W. (#4445) [@rokups]
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- Backends: WebGPU: Fixed for latest specs. (#4472) [@Kangz]
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- Backends: SDL_Renderer: Added SDL_Renderer backend compatible with upcoming SDL 2.0.18. (#3926) [@1bsyl]
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- Backends: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted via
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a direct unclipped PushClipRect() call. (#4464)
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- Backends: OSX: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. (#4557, #4563) [@lfnoise]
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- Backends: All renderers: Normalize clipping rect handling across backends. (#4464)
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- Examples: Added SDL + SDL_Renderer example in "examples/example_sdl_sdlrenderer/" folder. (#3926) [@1bsyl]
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-----------------------------------------------------------------------
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@ -130,11 +130,6 @@ This uses more modern OpenGL calls and custom shaders. <BR>
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This may actually also work with OpenGL 2.x contexts! <BR>
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Prefer using that if you are using modern OpenGL in your application (anything with shaders).
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[example_sdl_sdlrenderer/](https://github.com/ocornut/imgui/blob/master/examples/example_sdl_sdlrenderer/) <BR>
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Use SDL2 and SDL_Renderer, any SDL backend (opengl, gles, gles2, d3d9, d3d11, metal or software) can be used underneath <BR>
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= main.cpp + imgui_impl_sdl.cpp + imgui_impl_sdlrenderer.cpp <BR>
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It requires SDL 2.0.17+
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[example_glfw_vulkan/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_vulkan/) <BR>
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GLFW (Win32, Mac, Linux) + Vulkan example. <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp <BR>
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@ -180,6 +175,12 @@ SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example. <BR>
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This uses more modern OpenGL calls and custom shaders. <BR>
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This may actually also work with OpenGL 2.x contexts! <BR>
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[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>
|
||||
|
@ -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">
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user