Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(). Use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. (#4927)
This is (kind of) an OpenGL-only function, which should be avoided when SDL2 isn't using OpenGL. The only alternative that is recommended is SDL_GetRendererOutputSize, which limits this fix to the SDL_Renderer backend. Still, I think it's better than nothing. I say that SDL_GL_GetDrawableSize is "kind of" OpenGL-only because it does technically work even when SDL2 isn't using OpenGL. It's just that it becomes a shim to SDL_GetWindowSize, which is not suitable for high-DPI usage because it reflects the size of the window in screen coordinates, not actual pixels, so it really should be avoided when not using OpenGL.
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@ -18,6 +18,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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@ -78,12 +79,13 @@
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// SDL Data
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// SDL Data
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struct ImGui_ImplSDL2_Data
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struct ImGui_ImplSDL2_Data
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{
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{
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SDL_Window* Window;
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SDL_Window* Window;
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Uint64 Time;
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SDL_Renderer* Renderer;
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int MouseButtonsDown;
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Uint64 Time;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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int MouseButtonsDown;
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char* ClipboardTextData;
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SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
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bool MouseCanUseGlobalState;
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char* ClipboardTextData;
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bool MouseCanUseGlobalState;
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
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};
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};
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@ -299,7 +301,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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return false;
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return false;
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}
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}
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static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
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{
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
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@ -323,6 +325,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
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bd->Window = window;
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bd->Window = window;
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bd->Renderer = renderer;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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bd->MouseCanUseGlobalState = mouse_can_use_global_state;
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
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@ -365,7 +368,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
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{
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{
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
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return ImGui_ImplSDL2_Init(window);
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return ImGui_ImplSDL2_Init(window, NULL);
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}
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}
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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@ -373,7 +376,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
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#if !SDL_HAS_VULKAN
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#if !SDL_HAS_VULKAN
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IM_ASSERT(0 && "Unsupported");
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IM_ASSERT(0 && "Unsupported");
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#endif
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#endif
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return ImGui_ImplSDL2_Init(window);
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return ImGui_ImplSDL2_Init(window, NULL);
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}
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}
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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@ -381,17 +384,17 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
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#if !defined(_WIN32)
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#if !defined(_WIN32)
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IM_ASSERT(0 && "Unsupported");
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IM_ASSERT(0 && "Unsupported");
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#endif
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#endif
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return ImGui_ImplSDL2_Init(window);
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return ImGui_ImplSDL2_Init(window, NULL);
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}
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}
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
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{
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{
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return ImGui_ImplSDL2_Init(window);
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return ImGui_ImplSDL2_Init(window, NULL);
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}
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}
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window)
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bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
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{
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{
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return ImGui_ImplSDL2_Init(window);
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return ImGui_ImplSDL2_Init(window, renderer);
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}
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}
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void ImGui_ImplSDL2_Shutdown()
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void ImGui_ImplSDL2_Shutdown()
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@ -520,7 +523,10 @@ void ImGui_ImplSDL2_NewFrame()
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SDL_GetWindowSize(bd->Window, &w, &h);
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SDL_GetWindowSize(bd->Window, &w, &h);
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
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w = h = 0;
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w = h = 0;
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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if (bd->Renderer != NULL)
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SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
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else
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SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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if (w > 0 && h > 0)
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if (w > 0 && h > 0)
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
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@ -19,13 +19,14 @@
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#include "imgui.h" // IMGUI_IMPL_API
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#include "imgui.h" // IMGUI_IMPL_API
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struct SDL_Window;
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struct SDL_Window;
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struct SDL_Renderer;
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typedef union SDL_Event SDL_Event;
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typedef union SDL_Event SDL_Event;
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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_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_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_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_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 bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
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IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
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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 void ImGui_ImplSDL2_NewFrame();
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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@ -86,6 +86,8 @@ Breaking Changes:
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: nothing to do. is already done for you.
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
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- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=false: you WILL NEED to register the GLFW callback
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using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
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using glfwSetCursorPosCallback() and forward it to the backend function ImGui_ImplGlfw_CursorPosCallback().
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- Backends: SDL: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so backend can call
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SDL_GetRendererOutputSize() to obtain framebuffer size valid for hi-dpi. (#4927) [@Clownacy]
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- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- Commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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@ -30,7 +30,7 @@ int main(int, char**)
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}
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}
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// Setup window
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// Setup window
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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// Setup SDL_Renderer instance
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// Setup SDL_Renderer instance
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@ -56,7 +56,7 @@ int main(int, char**)
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//ImGui::StyleColorsClassic();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window);
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ImGui_ImplSDL2_InitForSDLRenderer(window, renderer);
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ImGui_ImplSDLRenderer_Init(renderer);
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ImGui_ImplSDLRenderer_Init(renderer);
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// Load Fonts
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// Load Fonts
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@ -100,7 +100,7 @@ int main(int, char**)
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// Start the Dear ImGui frame
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// Start the Dear ImGui frame
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ImGui_ImplSDLRenderer_NewFrame();
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ImGui_ImplSDLRenderer_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui_ImplSDL2_NewFrame();
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ImGui::NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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