Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter.

This commit is contained in:
ocornut 2024-05-14 19:10:31 +02:00
parent af2fbf043d
commit 5d973a87d4
8 changed files with 48 additions and 49 deletions

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@ -20,6 +20,7 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. // 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
@ -47,9 +48,9 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer2_Data struct ImGui_ImplSDLRenderer2_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -73,7 +74,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendRendererName = "imgui_impl_sdlrenderer2";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -92,14 +93,12 @@ void ImGui_ImplSDLRenderer2_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer2_SetupRenderState() static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// Clear out any viewports and cliprect 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. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr); SDL_RenderSetViewport(renderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); SDL_RenderSetClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer2_NewFrame() void ImGui_ImplSDLRenderer2_NewFrame()
@ -111,16 +110,14 @@ void ImGui_ImplSDLRenderer2_NewFrame()
ImGui_ImplSDLRenderer2_CreateDeviceObjects(); ImGui_ImplSDLRenderer2_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // 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. // 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 rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy); SDL_RenderGetScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -139,16 +136,16 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE;
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderGetViewport(renderer, &old.Viewport);
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect); SDL_RenderGetClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
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 ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -163,7 +160,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback() // 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.) // (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_ImplSDLRenderer2_SetupRenderState(); ImGui_ImplSDLRenderer2_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@ -180,7 +177,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_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(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -192,7 +189,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex, SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),
@ -203,8 +200,8 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
} }
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); SDL_RenderSetViewport(renderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -220,7 +217,7 @@ bool ImGui_ImplSDLRenderer2_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

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@ -28,7 +28,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture();

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@ -20,6 +20,7 @@
// - Introduction, links and more at the top of imgui.cpp // - Introduction, links and more at the top of imgui.cpp
// CHANGELOG // CHANGELOG
// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
// 2023-05-30: Initial version. // 2023-05-30: Initial version.
@ -43,9 +44,9 @@
// SDL_Renderer data // SDL_Renderer data
struct ImGui_ImplSDLRenderer3_Data struct ImGui_ImplSDLRenderer3_Data
{ {
SDL_Renderer* SDLRenderer; SDL_Renderer* Renderer; // Main viewport's renderer
SDL_Texture* FontTexture; SDL_Texture* FontTexture;
ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
}; };
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
@ -69,7 +70,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
io.BackendRendererName = "imgui_impl_sdlrenderer3"; io.BackendRendererName = "imgui_impl_sdlrenderer3";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->SDLRenderer = renderer; bd->Renderer = renderer;
return true; return true;
} }
@ -88,14 +89,12 @@ void ImGui_ImplSDLRenderer3_Shutdown()
IM_DELETE(bd); IM_DELETE(bd);
} }
static void ImGui_ImplSDLRenderer3_SetupRenderState() static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// Clear out any viewports and cliprect 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. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_SetRenderViewport(bd->SDLRenderer, nullptr); SDL_SetRenderViewport(renderer, nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, nullptr); SDL_SetRenderClipRect(renderer, nullptr);
} }
void ImGui_ImplSDLRenderer3_NewFrame() void ImGui_ImplSDLRenderer3_NewFrame()
@ -107,16 +106,14 @@ void ImGui_ImplSDLRenderer3_NewFrame()
ImGui_ImplSDLRenderer3_CreateDeviceObjects(); ImGui_ImplSDLRenderer3_CreateDeviceObjects();
} }
void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
{ {
ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
// If there's a scale factor set by the user, use that instead // If there's a scale factor set by the user, use that instead
// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass // 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. // 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 rsx = 1.0f;
float rsy = 1.0f; float rsy = 1.0f;
SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy); SDL_GetRenderScale(renderer, &rsx, &rsy);
ImVec2 render_scale; ImVec2 render_scale;
render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
@ -136,17 +133,17 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
SDL_Rect ClipRect; SDL_Rect ClipRect;
}; };
BackupSDLRendererState old = {}; BackupSDLRendererState old = {};
old.ViewportEnabled = SDL_RenderViewportSet(bd->SDLRenderer) == SDL_TRUE; old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE; old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport); SDL_GetRenderViewport(renderer, &old.Viewport);
SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect); SDL_GetRenderClipRect(renderer, &old.ClipRect);
// Will project scissor/clipping rectangles into framebuffer space // Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = render_scale; ImVec2 clip_scale = render_scale;
// Render command lists // Render command lists
ImGui_ImplSDLRenderer3_SetupRenderState(); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
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 ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -161,7 +158,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// User callback, registered via ImDrawList::AddCallback() // 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.) // (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_ImplSDLRenderer3_SetupRenderState(); ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
else else
pcmd->UserCallback(cmd_list, pcmd); pcmd->UserCallback(cmd_list, pcmd);
} }
@ -178,7 +175,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
continue; continue;
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; SDL_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_SetRenderClipRect(bd->SDLRenderer, &r); SDL_SetRenderClipRect(renderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
@ -186,7 +183,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw // Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
SDL_RenderGeometryRaw(bd->SDLRenderer, tex, SDL_RenderGeometryRaw(renderer, tex,
xy, (int)sizeof(ImDrawVert), xy, (int)sizeof(ImDrawVert),
color, (int)sizeof(ImDrawVert), color, (int)sizeof(ImDrawVert),
uv, (int)sizeof(ImDrawVert), uv, (int)sizeof(ImDrawVert),
@ -197,8 +194,8 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
} }
// Restore modified SDL_Renderer state // Restore modified SDL_Renderer state
SDL_SetRenderViewport(bd->SDLRenderer, old.ViewportEnabled ? &old.Viewport : nullptr); SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr); SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
} }
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
@ -214,7 +211,7 @@ bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
// Upload texture to graphics system // Upload texture to graphics system
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
if (bd->FontTexture == nullptr) if (bd->FontTexture == nullptr)
{ {
SDL_Log("error creating texture"); SDL_Log("error creating texture");

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@ -28,7 +28,7 @@ struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer);
// Called by Init/NewFrame/Shutdown // Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture();

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@ -41,6 +41,10 @@ HOW TO UPDATE?
Breaking changes: Breaking changes:
- Backends: SDL_Renderer2/SDL_Renderer3: and ImGui_ImplSDLRenderer2_RenderDrawData() and
ImGui_ImplSDLRenderer3_RenderDrawData() now takes a SDL_Renderer* parameter. This was previously
overlooked from the API but it will facilitate eventual support for multi-viewports.
Other changes: Other changes:
- Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed. - Nav: fixed holding Ctrl or gamepad L1 from not slowing down keyboard/gamepad tweak speed.

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@ -155,7 +155,7 @@ int main(int, char**)
SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); 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); SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }

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@ -161,7 +161,7 @@ int main(int, char**)
//SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); //SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); 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); SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }

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@ -430,6 +430,7 @@ CODE
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2024/05/14 (1.90.7) - backends: SDL_Renderer2 and SDL_Renderer3 backend now take a SDL_Renderer* in their RenderDrawData() functions.
- 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282) - 2024/04/18 (1.90.6) - TreeNode: Fixed a layout inconsistency when using an empty/hidden label followed by a SameLine() call. (#7505, #282)
- old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise). - old: TreeNode("##Hidden"); SameLine(); Text("Hello"); // <-- This was actually incorrect! BUT appeared to look ok with the default style where ItemSpacing.x == FramePadding.x * 2 (it didn't look aligned otherwise).
- new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values. - new: TreeNode("##Hidden"); SameLine(0, 0); Text("Hello"); // <-- This is correct for all styles values.