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c1m5j 2021-07-30 13:44:51 +02:00
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// dear imgui: Platform Backend for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
// You can 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.
// 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
// (minor and older changes stripped away, please see git history for details)
// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.
#include "imgui.h"
#include "imgui_impl_sdl.h"
// SDL
#include <SDL2/SDL.h>
#include <SDL2/SDL_syswm.h>
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint64 Time;
bool MousePressed[3];
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
bool MouseCanUseGlobalState;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData 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.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
}
// Functions
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
bd->ClipboardTextData = SDL_GetClipboardText();
return bd->ClipboardTextData;
}
static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
switch (event->type)
{
case SDL_MOUSEWHEEL:
{
if (event->wheel.x > 0) io.MouseWheelH += 1;
if (event->wheel.x < 0) io.MouseWheelH -= 1;
if (event->wheel.y > 0) io.MouseWheel += 1;
if (event->wheel.y < 0) io.MouseWheel -= 1;
return true;
}
case SDL_MOUSEBUTTONDOWN:
{
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
return true;
}
case SDL_TEXTINPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
return true;
}
}
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
// Setup backend capabilities flags
ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_sdl";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);
bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);
bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
const char* sdl_backend = SDL_GetCurrentVideoDriver();
const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };
bd->MouseCanUseGlobalState = false;
for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)
if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)
bd->MouseCanUseGlobalState = true;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
#else
(void)window;
#endif
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
{
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
}
void ImGui_ImplSDL2_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
IM_DELETE(bd);
}
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
// Set OS mouse position if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
else
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
int mx, my;
Uint32 mouse_buttons = SDL_GetMouseState(&mx, &my);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (bd->Window == focused_window)
{
if (bd->MouseCanUseGlobalState)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
// Won't use this workaround on SDL backends that have no global mouse position, like Wayland or RPI
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
#else
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my);
#endif
}
static void ImGui_ImplSDL2_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return;
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
SDL_ShowCursor(SDL_FALSE);
}
else
{
// Show OS mouse cursor
SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
SDL_ShowCursor(SDL_TRUE);
}
}
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Get gamepad
SDL_GameController* game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return;
}
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#undef MAP_BUTTON
#undef MAP_ANALOG
}
void ImGui_ImplSDL2_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplSDL2_UpdateMousePosAndButtons();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)
ImGui_ImplSDL2_UpdateGamepads();
}

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#include "imgui_sdl.h"
#include "SDL2/SDL.h"
#include "imgui.h"
#include <map>
#include <list>
#include <cmath>
#include <array>
#include <vector>
#include <memory>
#include <iostream>
#include <algorithm>
#include <functional>
#include <unordered_map>
namespace
{
struct Device* CurrentDevice = nullptr;
namespace TupleHash
{
template <typename T> struct Hash
{
std::size_t operator()(const T& value) const
{
return std::hash<T>()(value);
}
};
template <typename T> void CombineHash(std::size_t& seed, const T& value)
{
seed ^= TupleHash::Hash<T>()(value) + 0x9e3779b9 + (seed << 6) + (seed >> 2);
}
template <typename Tuple, std::size_t Index = std::tuple_size<Tuple>::value - 1> struct Hasher
{
static void Hash(std::size_t& seed, const Tuple& tuple)
{
Hasher<Tuple, Index - 1>::Hash(seed, tuple);
CombineHash(seed, std::get<Index>(tuple));
}
};
template <typename Tuple> struct Hasher<Tuple, 0>
{
static void Hash(std::size_t& seed, const Tuple& tuple)
{
CombineHash(seed, std::get<0>(tuple));
}
};
template <typename... T> struct Hash<std::tuple<T...>>
{
std::size_t operator()(const std::tuple<T...>& value) const
{
std::size_t seed = 0;
Hasher<std::tuple<T...>>::Hash(seed, value);
return seed;
}
};
}
template <typename Key, typename Value, std::size_t Size> class LRUCache
{
public:
bool Contains(const Key& key) const
{
return Container.find(key) != Container.end();
}
const Value& At(const Key& key)
{
assert(Contains(key));
const auto location = Container.find(key);
Order.splice(Order.begin(), Order, location->second);
return location->second->second;
}
void Insert(const Key& key, Value value)
{
const auto existingLocation = Container.find(key);
if (existingLocation != Container.end())
{
Order.erase(existingLocation->second);
Container.erase(existingLocation);
}
Order.push_front(std::make_pair(key, std::move(value)));
Container.insert(std::make_pair(key, Order.begin()));
Clean();
}
private:
void Clean()
{
while (Container.size() > Size)
{
auto last = Order.end();
last--;
Container.erase(last->first);
Order.pop_back();
}
}
std::list<std::pair<Key, Value>> Order;
std::unordered_map<Key, decltype(Order.begin()), TupleHash::Hash<Key>> Container;
};
struct Color
{
const float R, G, B, A;
explicit Color(uint32_t color)
: R(((color >> 0) & 0xff) / 255.0f), G(((color >> 8) & 0xff) / 255.0f), B(((color >> 16) & 0xff) / 255.0f), A(((color >> 24) & 0xff) / 255.0f) { }
Color(float r, float g, float b, float a) : R(r), G(g), B(b), A(a) { }
Color operator*(const Color& c) const { return Color(R * c.R, G * c.G, B * c.B, A * c.A); }
Color operator*(float v) const { return Color(R * v, G * v, B * v, A * v); }
Color operator+(const Color& c) const { return Color(R + c.R, G + c.G, B + c.B, A + c.A); }
uint32_t ToInt() const
{
return ((static_cast<int>(R * 255) & 0xff) << 0)
| ((static_cast<int>(G * 255) & 0xff) << 8)
| ((static_cast<int>(B * 255) & 0xff) << 16)
| ((static_cast<int>(A * 255) & 0xff) << 24);
}
void UseAsDrawColor(SDL_Renderer* renderer) const
{
SDL_SetRenderDrawColor(renderer,
static_cast<uint8_t>(R * 255),
static_cast<uint8_t>(G * 255),
static_cast<uint8_t>(B * 255),
static_cast<uint8_t>(A * 255));
}
};
struct Device
{
SDL_Renderer* Renderer;
struct ClipRect
{
int X, Y, Width, Height;
} Clip;
struct TriangleCacheItem
{
SDL_Texture* Texture = nullptr;
int Width = 0, Height = 0;
~TriangleCacheItem() { if (Texture) SDL_DestroyTexture(Texture); }
};
// You can tweak these to values that you find that work the best.
static constexpr std::size_t UniformColorTriangleCacheSize = 512;
static constexpr std::size_t GenericTriangleCacheSize = 64;
// Uniform color is identified by its color and the coordinates of the edges.
using UniformColorTriangleKey = std::tuple<uint32_t, int, int, int, int, int, int>;
// The generic triangle cache unfortunately has to be basically a full representation of the triangle.
// This includes the (offset) vertex positions, texture coordinates and vertex colors.
using GenericTriangleVertexKey = std::tuple<int, int, double, double, uint32_t>;
using GenericTriangleKey = std::tuple<GenericTriangleVertexKey, GenericTriangleVertexKey, GenericTriangleVertexKey>;
LRUCache<UniformColorTriangleKey, std::unique_ptr<TriangleCacheItem>, UniformColorTriangleCacheSize> UniformColorTriangleCache;
LRUCache<GenericTriangleKey, std::unique_ptr<TriangleCacheItem>, GenericTriangleCacheSize> GenericTriangleCache;
Device(SDL_Renderer* renderer) : Renderer(renderer) { }
void SetClipRect(const ClipRect& rect)
{
Clip = rect;
const SDL_Rect clip = { rect.X, rect.Y, rect.Width, rect.Height };
SDL_RenderSetClipRect(Renderer, &clip);
}
void EnableClip() { SetClipRect(Clip); }
void DisableClip() { SDL_RenderSetClipRect(Renderer, nullptr); }
void SetAt(int x, int y, const Color& color)
{
color.UseAsDrawColor(Renderer);
SDL_RenderDrawPoint(Renderer, x, y);
}
SDL_Texture* MakeTexture(int width, int height)
{
SDL_Texture* texture = SDL_CreateTexture(Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
return texture;
}
void UseAsRenderTarget(SDL_Texture* texture)
{
SDL_SetRenderTarget(Renderer, texture);
if (texture)
{
SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 0);
SDL_RenderClear(Renderer);
}
}
};
struct Texture
{
SDL_Surface* Surface;
SDL_Texture* Source;
~Texture()
{
SDL_FreeSurface(Surface);
SDL_DestroyTexture(Source);
}
Color Sample(float u, float v) const
{
const int x = static_cast<int>(std::round(u * (Surface->w - 1) + 0.5f));
const int y = static_cast<int>(std::round(v * (Surface->h - 1) + 0.5f));
const int location = y * Surface->w + x;
assert(location < Surface->w * Surface->h);
return Color(static_cast<uint32_t*>(Surface->pixels)[location]);
}
};
template <typename T> class InterpolatedFactorEquation
{
public:
InterpolatedFactorEquation(const T& value0, const T& value1, const T& value2, const ImVec2& v0, const ImVec2& v1, const ImVec2& v2)
: Value0(value0), Value1(value1), Value2(value2), V0(v0), V1(v1), V2(v2),
Divisor((V1.y - V2.y) * (V0.x - V2.x) + (V2.x - V1.x) * (V0.y - V2.y)) { }
T Evaluate(float x, float y) const
{
const float w1 = ((V1.y - V2.y) * (x - V2.x) + (V2.x - V1.x) * (y - V2.y)) / Divisor;
const float w2 = ((V2.y - V0.y) * (x - V2.x) + (V0.x - V2.x) * (y - V2.y)) / Divisor;
const float w3 = 1.0f - w1 - w2;
return static_cast<T>((Value0 * w1) + (Value1 * w2) + (Value2 * w3));
}
private:
const T Value0;
const T Value1;
const T Value2;
const ImVec2& V0;
const ImVec2& V1;
const ImVec2& V2;
const float Divisor;
};
struct Rect
{
float MinX, MinY, MaxX, MaxY;
float MinU, MinV, MaxU, MaxV;
bool IsOnExtreme(const ImVec2& point) const
{
return (point.x == MinX || point.x == MaxX) && (point.y == MinY || point.y == MaxY);
}
bool UsesOnlyColor() const
{
const ImVec2& whitePixel = ImGui::GetIO().Fonts->TexUvWhitePixel;
return MinU == MaxU && MinU == whitePixel.x && MinV == MaxV && MaxV == whitePixel.y;
}
static Rect CalculateBoundingBox(const ImDrawVert& v0, const ImDrawVert& v1, const ImDrawVert& v2)
{
return Rect{
std::min({ v0.pos.x, v1.pos.x, v2.pos.x }),
std::min({ v0.pos.y, v1.pos.y, v2.pos.y }),
std::max({ v0.pos.x, v1.pos.x, v2.pos.x }),
std::max({ v0.pos.y, v1.pos.y, v2.pos.y }),
std::min({ v0.uv.x, v1.uv.x, v2.uv.x }),
std::min({ v0.uv.y, v1.uv.y, v2.uv.y }),
std::max({ v0.uv.x, v1.uv.x, v2.uv.x }),
std::max({ v0.uv.y, v1.uv.y, v2.uv.y })
};
}
};
struct FixedPointTriangleRenderInfo
{
int X1, X2, X3, Y1, Y2, Y3;
int MinX, MaxX, MinY, MaxY;
static FixedPointTriangleRenderInfo CalculateFixedPointTriangleInfo(const ImVec2& v1, const ImVec2& v2, const ImVec2& v3)
{
static constexpr float scale = 16.0f;
const int x1 = static_cast<int>(std::round(v1.x * scale));
const int x2 = static_cast<int>(std::round(v2.x * scale));
const int x3 = static_cast<int>(std::round(v3.x * scale));
const int y1 = static_cast<int>(std::round(v1.y * scale));
const int y2 = static_cast<int>(std::round(v2.y * scale));
const int y3 = static_cast<int>(std::round(v3.y * scale));
int minX = (std::min({ x1, x2, x3 }) + 0xF) >> 4;
int maxX = (std::max({ x1, x2, x3 }) + 0xF) >> 4;
int minY = (std::min({ y1, y2, y3 }) + 0xF) >> 4;
int maxY = (std::max({ y1, y2, y3 }) + 0xF) >> 4;
return FixedPointTriangleRenderInfo{ x1, x2, x3, y1, y2, y3, minX, maxX, minY, maxY };
}
};
void DrawTriangleWithColorFunction(const FixedPointTriangleRenderInfo& renderInfo, const std::function<Color(float x, float y)>& colorFunction, Device::TriangleCacheItem* cacheItem)
{
// Implementation source: https://web.archive.org/web/20171128164608/http://forum.devmaster.net/t/advanced-rasterization/6145.
// This is a fixed point implementation that rounds to top-left.
const int deltaX12 = renderInfo.X1 - renderInfo.X2;
const int deltaX23 = renderInfo.X2 - renderInfo.X3;
const int deltaX31 = renderInfo.X3 - renderInfo.X1;
const int deltaY12 = renderInfo.Y1 - renderInfo.Y2;
const int deltaY23 = renderInfo.Y2 - renderInfo.Y3;
const int deltaY31 = renderInfo.Y3 - renderInfo.Y1;
const int fixedDeltaX12 = deltaX12 << 4;
const int fixedDeltaX23 = deltaX23 << 4;
const int fixedDeltaX31 = deltaX31 << 4;
const int fixedDeltaY12 = deltaY12 << 4;
const int fixedDeltaY23 = deltaY23 << 4;
const int fixedDeltaY31 = deltaY31 << 4;
const int width = renderInfo.MaxX - renderInfo.MinX;
const int height = renderInfo.MaxY - renderInfo.MinY;
if (width == 0 || height == 0) return;
int c1 = deltaY12 * renderInfo.X1 - deltaX12 * renderInfo.Y1;
int c2 = deltaY23 * renderInfo.X2 - deltaX23 * renderInfo.Y2;
int c3 = deltaY31 * renderInfo.X3 - deltaX31 * renderInfo.Y3;
if (deltaY12 < 0 || (deltaY12 == 0 && deltaX12 > 0)) c1++;
if (deltaY23 < 0 || (deltaY23 == 0 && deltaX23 > 0)) c2++;
if (deltaY31 < 0 || (deltaY31 == 0 && deltaX31 > 0)) c3++;
int edgeStart1 = c1 + deltaX12 * (renderInfo.MinY << 4) - deltaY12 * (renderInfo.MinX << 4);
int edgeStart2 = c2 + deltaX23 * (renderInfo.MinY << 4) - deltaY23 * (renderInfo.MinX << 4);
int edgeStart3 = c3 + deltaX31 * (renderInfo.MinY << 4) - deltaY31 * (renderInfo.MinX << 4);
SDL_Texture* cache = CurrentDevice->MakeTexture(width, height);
CurrentDevice->DisableClip();
CurrentDevice->UseAsRenderTarget(cache);
for (int y = renderInfo.MinY; y < renderInfo.MaxY; y++)
{
int edge1 = edgeStart1;
int edge2 = edgeStart2;
int edge3 = edgeStart3;
for (int x = renderInfo.MinX; x < renderInfo.MaxX; x++)
{
if (edge1 > 0 && edge2 > 0 && edge3 > 0)
{
CurrentDevice->SetAt(x - renderInfo.MinX, y - renderInfo.MinY, colorFunction(x + 0.5f, y + 0.5f));
}
edge1 -= fixedDeltaY12;
edge2 -= fixedDeltaY23;
edge3 -= fixedDeltaY31;
}
edgeStart1 += fixedDeltaX12;
edgeStart2 += fixedDeltaX23;
edgeStart3 += fixedDeltaX31;
}
CurrentDevice->UseAsRenderTarget(nullptr);
CurrentDevice->EnableClip();
cacheItem->Texture = cache;
cacheItem->Width = width;
cacheItem->Height = height;
}
void DrawCachedTriangle(const Device::TriangleCacheItem& triangle, const FixedPointTriangleRenderInfo& renderInfo)
{
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, triangle.Width, triangle.Height };
SDL_RenderCopy(CurrentDevice->Renderer, triangle.Texture, nullptr, &destination);
}
void DrawTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3, const Texture* texture)
{
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
// First we check if there is a cached version of this triangle already waiting for us. If so, we can just do a super fast texture copy.
const auto key = std::make_tuple(
std::make_tuple(static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY, v1.uv.x, v1.uv.y, v1.col),
std::make_tuple(static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY, v2.uv.x, v2.uv.y, v2.col),
std::make_tuple(static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY, v3.uv.x, v3.uv.y, v3.col));
if (CurrentDevice->GenericTriangleCache.Contains(key))
{
const auto& cached = CurrentDevice->GenericTriangleCache.At(key);
DrawCachedTriangle(*cached, renderInfo);
return;
}
const InterpolatedFactorEquation<float> textureU(v1.uv.x, v2.uv.x, v3.uv.x, v1.pos, v2.pos, v3.pos);
const InterpolatedFactorEquation<float> textureV(v1.uv.y, v2.uv.y, v3.uv.y, v1.pos, v2.pos, v3.pos);
const InterpolatedFactorEquation<Color> shadeColor(Color(v1.col), Color(v2.col), Color(v3.col), v1.pos, v2.pos, v3.pos);
auto cached = std::make_unique<Device::TriangleCacheItem>();
DrawTriangleWithColorFunction(renderInfo, [&](float x, float y) {
const float u = textureU.Evaluate(x, y);
const float v = textureV.Evaluate(x, y);
const Color sampled = texture->Sample(u, v);
const Color shade = shadeColor.Evaluate(x, y);
return sampled * shade;
}, cached.get());
if (!cached->Texture) return;
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
CurrentDevice->GenericTriangleCache.Insert(key, std::move(cached));
}
void DrawUniformColorTriangle(const ImDrawVert& v1, const ImDrawVert& v2, const ImDrawVert& v3)
{
const Color color(v1.col);
// The naming inconsistency in the parameters is intentional. The fixed point algorithm wants the vertices in a counter clockwise order.
const auto& renderInfo = FixedPointTriangleRenderInfo::CalculateFixedPointTriangleInfo(v3.pos, v2.pos, v1.pos);
const auto key =std::make_tuple(v1.col,
static_cast<int>(std::round(v1.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v1.pos.y)) - renderInfo.MinY,
static_cast<int>(std::round(v2.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v2.pos.y)) - renderInfo.MinY,
static_cast<int>(std::round(v3.pos.x)) - renderInfo.MinX, static_cast<int>(std::round(v3.pos.y)) - renderInfo.MinY);
if (CurrentDevice->UniformColorTriangleCache.Contains(key))
{
const auto& cached = CurrentDevice->UniformColorTriangleCache.At(key);
DrawCachedTriangle(*cached, renderInfo);
return;
}
auto cached = std::make_unique<Device::TriangleCacheItem>();
DrawTriangleWithColorFunction(renderInfo, [&color](float, float) { return color; }, cached.get());
if (!cached->Texture) return;
const SDL_Rect destination = { renderInfo.MinX, renderInfo.MinY, cached->Width, cached->Height };
SDL_RenderCopy(CurrentDevice->Renderer, cached->Texture, nullptr, &destination);
CurrentDevice->UniformColorTriangleCache.Insert(key, std::move(cached));
}
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, int textureWidth, int textureHeight, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
{
// We are safe to assume uniform color here, because the caller checks it and and uses the triangle renderer to render those.
const SDL_Rect destination = {
static_cast<int>(bounding.MinX),
static_cast<int>(bounding.MinY),
static_cast<int>(bounding.MaxX - bounding.MinX),
static_cast<int>(bounding.MaxY - bounding.MinY)
};
// If the area isn't textured, we can just draw a rectangle with the correct color.
if (bounding.UsesOnlyColor())
{
color.UseAsDrawColor(CurrentDevice->Renderer);
SDL_RenderFillRect(CurrentDevice->Renderer, &destination);
}
else
{
// We can now just calculate the correct source rectangle and draw it.
const SDL_Rect source = {
static_cast<int>(bounding.MinU * textureWidth),
static_cast<int>(bounding.MinV * textureHeight),
static_cast<int>((bounding.MaxU - bounding.MinU) * textureWidth),
static_cast<int>((bounding.MaxV - bounding.MinV) * textureHeight)
};
const SDL_RendererFlip flip = static_cast<SDL_RendererFlip>((doHorizontalFlip ? SDL_FLIP_HORIZONTAL : 0) | (doVerticalFlip ? SDL_FLIP_VERTICAL : 0));
SDL_SetTextureColorMod(texture, static_cast<uint8_t>(color.R * 255), static_cast<uint8_t>(color.G * 255), static_cast<uint8_t>(color.B * 255));
SDL_RenderCopyEx(CurrentDevice->Renderer, texture, &source, &destination, 0.0, nullptr, flip);
}
}
void DrawRectangle(const Rect& bounding, const Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
{
DrawRectangle(bounding, texture->Source, texture->Surface->w, texture->Surface->h, color, doHorizontalFlip, doVerticalFlip);
}
void DrawRectangle(const Rect& bounding, SDL_Texture* texture, const Color& color, bool doHorizontalFlip, bool doVerticalFlip)
{
int width, height;
SDL_QueryTexture(texture, nullptr, nullptr, &width, &height);
DrawRectangle(bounding, texture, width, height, color, doHorizontalFlip, doVerticalFlip);
}
}
namespace ImGuiSDL
{
void Initialize(SDL_Renderer* renderer, int windowWidth, int windowHeight)
{
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize.x = static_cast<float>(windowWidth);
io.DisplaySize.y = static_cast<float>(windowHeight);
ImGui::GetStyle().WindowRounding = 0.0f;
ImGui::GetStyle().AntiAliasedFill = false;
ImGui::GetStyle().AntiAliasedLines = false;
// Loads the font texture.
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
static constexpr uint32_t rmask = 0x000000ff, gmask = 0x0000ff00, bmask = 0x00ff0000, amask = 0xff000000;
SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, width, height, 32, 4 * width, rmask, gmask, bmask, amask);
Texture* texture = new Texture();
texture->Surface = surface;
texture->Source = SDL_CreateTextureFromSurface(renderer, surface);
io.Fonts->TexID = (void*)texture;
CurrentDevice = new Device(renderer);
}
void Deinitialize()
{
// Frees up the memory of the font texture.
ImGuiIO& io = ImGui::GetIO();
Texture* texture = static_cast<Texture*>(io.Fonts->TexID);
delete texture;
delete CurrentDevice;
}
void Render(ImDrawData* drawData)
{
SDL_BlendMode blendMode;
SDL_GetRenderDrawBlendMode(CurrentDevice->Renderer, &blendMode);
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, SDL_BLENDMODE_BLEND);
Uint8 initialR, initialG, initialB, initialA;
SDL_GetRenderDrawColor(CurrentDevice->Renderer, &initialR, &initialG, &initialB, &initialA);
SDL_bool initialClipEnabled = SDL_RenderIsClipEnabled(CurrentDevice->Renderer);
SDL_Rect initialClipRect;
SDL_RenderGetClipRect(CurrentDevice->Renderer, &initialClipRect);
SDL_Texture* initialRenderTarget = SDL_GetRenderTarget(CurrentDevice->Renderer);
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < drawData->CmdListsCount; n++)
{
auto commandList = drawData->CmdLists[n];
auto vertexBuffer = commandList->VtxBuffer;
auto indexBuffer = commandList->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i];
const Device::ClipRect clipRect = {
static_cast<int>(drawCommand->ClipRect.x),
static_cast<int>(drawCommand->ClipRect.y),
static_cast<int>(drawCommand->ClipRect.z - drawCommand->ClipRect.x),
static_cast<int>(drawCommand->ClipRect.w - drawCommand->ClipRect.y)
};
CurrentDevice->SetClipRect(clipRect);
if (drawCommand->UserCallback)
{
drawCommand->UserCallback(commandList, drawCommand);
}
else
{
const bool isWrappedTexture = drawCommand->TextureId == io.Fonts->TexID;
// Loops over triangles.
for (unsigned int i = 0; i + 3 <= drawCommand->ElemCount; i += 3)
{
const ImDrawVert& v0 = vertexBuffer[indexBuffer[i + 0]];
const ImDrawVert& v1 = vertexBuffer[indexBuffer[i + 1]];
const ImDrawVert& v2 = vertexBuffer[indexBuffer[i + 2]];
const Rect& bounding = Rect::CalculateBoundingBox(v0, v1, v2);
const bool isTriangleUniformColor = v0.col == v1.col && v1.col == v2.col;
const bool doesTriangleUseOnlyColor = bounding.UsesOnlyColor();
// Actually, since we render a whole bunch of rectangles, we try to first detect those, and render them more efficiently.
// How are rectangles detected? It's actually pretty simple: If all 6 vertices lie on the extremes of the bounding box,
// it's a rectangle.
if (i + 6 <= drawCommand->ElemCount)
{
const ImDrawVert& v3 = vertexBuffer[indexBuffer[i + 3]];
const ImDrawVert& v4 = vertexBuffer[indexBuffer[i + 4]];
const ImDrawVert& v5 = vertexBuffer[indexBuffer[i + 5]];
const bool isUniformColor = isTriangleUniformColor && v2.col == v3.col && v3.col == v4.col && v4.col == v5.col;
if (isUniformColor
&& bounding.IsOnExtreme(v0.pos)
&& bounding.IsOnExtreme(v1.pos)
&& bounding.IsOnExtreme(v2.pos)
&& bounding.IsOnExtreme(v3.pos)
&& bounding.IsOnExtreme(v4.pos)
&& bounding.IsOnExtreme(v5.pos))
{
// ImGui gives the triangles in a nice order: the first vertex happens to be the topleft corner of our rectangle.
// We need to check for the orientation of the texture, as I believe in theory ImGui could feed us a flipped texture,
// so that the larger texture coordinates are at topleft instead of bottomright.
// We don't consider equal texture coordinates to require a flip, as then the rectangle is mostlikely simply a colored rectangle.
const bool doHorizontalFlip = v2.uv.x < v0.uv.x;
const bool doVerticalFlip = v2.uv.x < v0.uv.x;
if (isWrappedTexture)
{
DrawRectangle(bounding, static_cast<const Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
}
else
{
DrawRectangle(bounding, static_cast<SDL_Texture*>(drawCommand->TextureId), Color(v0.col), doHorizontalFlip, doVerticalFlip);
}
i += 3; // Additional increment to account for the extra 3 vertices we consumed.
continue;
}
}
if (isTriangleUniformColor && doesTriangleUseOnlyColor)
{
DrawUniformColorTriangle(v0, v1, v2);
}
else
{
// Currently we assume that any non rectangular texture samples the font texture. Dunno if that's what actually happens, but it seems to work.
assert(isWrappedTexture);
DrawTriangle(v0, v1, v2, static_cast<const Texture*>(drawCommand->TextureId));
}
}
}
indexBuffer += drawCommand->ElemCount;
}
}
CurrentDevice->DisableClip();
SDL_SetRenderTarget(CurrentDevice->Renderer, initialRenderTarget);
SDL_RenderSetClipRect(CurrentDevice->Renderer, initialClipEnabled ? &initialClipRect : nullptr);
SDL_SetRenderDrawColor(CurrentDevice->Renderer,
initialR, initialG, initialB, initialA);
SDL_SetRenderDrawBlendMode(CurrentDevice->Renderer, blendMode);
}
}

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