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								// dear imgui: Renderer Backend for SDL_Renderer for SDL2
  
						 
					
						
							
								
									
										
										
										
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								// (Requires: SDL 2.0.17+)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Note how SDL_Renderer is an _optional_ component of SDL2.
  
						 
					
						
							
								
									
										
										
										
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								// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// If your application will want to render any non trivial amount of graphics other than UI,
  
						 
					
						
							
								
									
										
										
										
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								// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// it might be difficult to step out of those boundaries.
  
						 
					
						
							
								
									
										
										
										
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								// Implemented features:
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Missing features:
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  [ ] Renderer: Multi-viewport support (multiple windows).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Read online: https://github.com/ocornut/imgui/tree/master/docs
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// CHANGELOG
  
						 
					
						
							
								
									
										
										
										
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								//  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.
  
						 
					
						
							
								
									
										
										
										
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								//  2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  2021-10-06: Backup and restore modified ClipRect/Viewport.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//  2021-09-21: Initial version.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "imgui.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "imgui_impl_sdlrenderer2.h" 
  
						 
					
						
							
								
									
										
										
										
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								# if defined(_MSC_VER) && _MSC_VER <= 1500  // MSVC 2008 or earlier
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <stddef.h>       // intptr_t
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <stdint.h>       // intptr_t
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Clang warnings with -Weverything
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(__clang__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic push 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wsign-conversion"     // warning: implicit conversion changes signedness
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// SDL
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <SDL.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if !SDL_VERSION_ATLEAST(2,0,17) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// SDL_Renderer data
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGui_ImplSDLRenderer2_Data  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_Renderer *    SDLRenderer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_Texture *     FontTexture ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_Data ( )  {  memset ( ( void * ) this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Backend data stored in io.BackendRendererUserData 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.
  
						 
					
						
							
								
									
										
										
										
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								static  ImGui_ImplSDLRenderer2_Data *  ImGui_ImplSDLRenderer2_GetBackendData ( )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    return  ImGui : : GetCurrentContext ( )  ?  ( ImGui_ImplSDLRenderer2_Data * ) ImGui : : GetIO ( ) . BackendRendererUserData  :  nullptr ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Functions
  
						 
					
						
							
								
									
										
										
										
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								bool  ImGui_ImplSDLRenderer2_Init ( SDL_Renderer *  renderer )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiIO &  io  =  ImGui : : GetIO ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IM_ASSERT ( io . BackendRendererUserData  = =  nullptr  & &  " Already initialized a renderer backend! " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IM_ASSERT ( renderer  ! =  nullptr  & &  " SDL_Renderer not initialized! " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Setup backend capabilities flags
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_Data *  bd  =  IM_NEW ( ImGui_ImplSDLRenderer2_Data ) ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    io . BackendRendererUserData  =  ( void * ) bd ; 
							 
						 
					
						
							
								
									
										
										
										
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								    io . BackendRendererName  =  " imgui_impl_sdlrenderer2 " ; 
							 
						 
					
						
							
								
									
										
										
										
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								    io . BackendFlags  | =  ImGuiBackendFlags_RendererHasVtxOffset ;   // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bd - > SDLRenderer  =  renderer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  ImGui_ImplSDLRenderer2_Shutdown ( )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IM_ASSERT ( bd  ! =  nullptr  & &  " No renderer backend to shutdown, or already shutdown? " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiIO &  io  =  ImGui : : GetIO ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_DestroyDeviceObjects ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    io . BackendRendererName  =  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    io . BackendRendererUserData  =  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    io . BackendFlags  & =  ~ ImGuiBackendFlags_RendererHasVtxOffset ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IM_DELETE ( bd ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								static  void  ImGui_ImplSDLRenderer2_SetupRenderState ( )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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									ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									// 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.
 
							 
						 
					
						
							
								
									
										
										
										
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									SDL_RenderSetViewport ( bd - > SDLRenderer ,  nullptr ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									SDL_RenderSetClipRect ( bd - > SDLRenderer ,  nullptr ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								bool  ImGui_ImplSDLRenderer2_NewFrame ( )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IM_ASSERT ( bd  ! =  nullptr  & &  " Did you call ImGui_ImplSDLRenderer2_Init()? " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    if  ( ! bd - > FontTexture ) 
							 
						 
					
						
							
								
									
										
										
										
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								        return  ImGui_ImplSDLRenderer2_CreateDeviceObjects ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    return  true ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  ImGui_ImplSDLRenderer2_RenderDrawData ( ImDrawData *  draw_data )  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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									ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									// 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
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float  rsx  =  1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									float  rsy  =  1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									SDL_RenderGetScale ( bd - > SDLRenderer ,  & rsx ,  & rsy ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2  render_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									render_scale . x  =  ( rsx  = =  1.0f )  ?  draw_data - > FramebufferScale . x  :  1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									render_scale . y  =  ( rsy  = =  1.0f )  ?  draw_data - > FramebufferScale . y  :  1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  fb_width  =  ( int ) ( draw_data - > DisplaySize . x  *  render_scale . x ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									int  fb_height  =  ( int ) ( draw_data - > DisplaySize . y  *  render_scale . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( fb_width  = =  0  | |  fb_height  = =  0 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Backup SDL_Renderer state that will be modified to restore it afterwards
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    struct  BackupSDLRendererState 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SDL_Rect     Viewport ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        bool         ClipEnabled ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SDL_Rect     ClipRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    BackupSDLRendererState  old  =  { } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    old . ClipEnabled  =  SDL_RenderIsClipEnabled ( bd - > SDLRenderer )  = =  SDL_TRUE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_RenderGetViewport ( bd - > SDLRenderer ,  & old . Viewport ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_RenderGetClipRect ( bd - > SDLRenderer ,  & old . ClipRect ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Will project scissor/clipping rectangles into framebuffer space
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ImVec2  clip_off  =  draw_data - > DisplayPos ;          // (0,0) unless using multi-viewports
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ImVec2  clip_scale  =  render_scale ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Render command lists
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGui_ImplSDLRenderer2_SetupRenderState ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    for  ( int  n  =  0 ;  n  <  draw_data - > CmdListsCount ;  n + + ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        const  ImDrawList *  cmd_list  =  draw_data - > CmdLists [ n ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        const  ImDrawVert *  vtx_buffer  =  cmd_list - > VtxBuffer . Data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        const  ImDrawIdx *  idx_buffer  =  cmd_list - > IdxBuffer . Data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        for  ( int  cmd_i  =  0 ;  cmd_i  <  cmd_list - > CmdBuffer . Size ;  cmd_i + + ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            const  ImDrawCmd *  pcmd  =  & cmd_list - > CmdBuffer [ cmd_i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            if  ( pcmd - > UserCallback ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                // User callback, registered via ImDrawList::AddCallback()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                if  ( pcmd - > UserCallback  = =  ImDrawCallback_ResetRenderState ) 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								                    ImGui_ImplSDLRenderer2_SetupRenderState ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								                else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    pcmd - > UserCallback ( cmd_list ,  pcmd ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            else 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                // Project scissor/clipping rectangles into framebuffer space
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                ImVec2  clip_min ( ( pcmd - > ClipRect . x  -  clip_off . x )  *  clip_scale . x ,  ( pcmd - > ClipRect . y  -  clip_off . y )  *  clip_scale . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                ImVec2  clip_max ( ( pcmd - > ClipRect . z  -  clip_off . x )  *  clip_scale . x ,  ( pcmd - > ClipRect . w  -  clip_off . y )  *  clip_scale . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                if  ( clip_min . x  <  0.0f )  {  clip_min . x  =  0.0f ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                if  ( clip_min . y  <  0.0f )  {  clip_min . y  =  0.0f ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								                if  ( clip_max . x  >  ( float ) fb_width )  {  clip_max . x  =  ( float ) fb_width ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                if  ( clip_max . y  >  ( float ) fb_height )  {  clip_max . y  =  ( float ) fb_height ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								                if  ( clip_max . x  < =  clip_min . x  | |  clip_max . y  < =  clip_min . y ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    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_RenderSetClipRect ( bd - > SDLRenderer ,  & r ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								                const  float *  xy  =  ( const  float * ) ( const  void * ) ( ( const  char * ) ( vtx_buffer  +  pcmd - > VtxOffset )  +  IM_OFFSETOF ( ImDrawVert ,  pos ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                const  float *  uv  =  ( const  float * ) ( const  void * ) ( ( const  char * ) ( vtx_buffer  +  pcmd - > VtxOffset )  +  IM_OFFSETOF ( ImDrawVert ,  uv ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								# if SDL_VERSION_ATLEAST(2,0,19) 
  
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								                const  SDL_Color *  color  =  ( const  SDL_Color * ) ( const  void * ) ( ( const  char * ) ( vtx_buffer  +  pcmd - > VtxOffset )  +  IM_OFFSETOF ( ImDrawVert ,  col ) ) ;  // SDL 2.0.19+
 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
									
										
										
										
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								                const  int *  color  =  ( const  int * ) ( const  void * ) ( ( const  char * ) ( vtx_buffer  +  pcmd - > VtxOffset )  +  IM_OFFSETOF ( ImDrawVert ,  col ) ) ;  // SDL 2.0.17 and 2.0.18
 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                // Bind texture, Draw
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												SDL_Texture *  tex  =  ( SDL_Texture * ) pcmd - > GetTexID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                SDL_SetTextureScaleMode ( tex ,  SDL_ScaleModeBest ) ;  // ???
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                SDL_RenderGeometryRaw ( bd - > SDLRenderer ,  tex , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    xy ,  ( int ) sizeof ( ImDrawVert ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    color ,  ( int ) sizeof ( ImDrawVert ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    uv ,  ( int ) sizeof ( ImDrawVert ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    cmd_list - > VtxBuffer . Size  -  pcmd - > VtxOffset , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								                    idx_buffer  +  pcmd - > IdxOffset ,  pcmd - > ElemCount ,  sizeof ( ImDrawIdx ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								            } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Restore modified SDL_Renderer state
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_RenderSetViewport ( bd - > SDLRenderer ,  & old . Viewport ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    SDL_RenderSetClipRect ( bd - > SDLRenderer ,  old . ClipEnabled  ?  & old . ClipRect  :  nullptr ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Called by Init/NewFrame/Shutdown
  
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								bool  ImGui_ImplSDLRenderer2_CreateFontsTexture ( )  
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiIO &  io  =  ImGui : : GetIO ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Build texture atlas
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    unsigned  char *  pixels ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int  width ,  height ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    io . Fonts - > GetTexDataAsRGBA32 ( & pixels ,  & width ,  & height ) ;    // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Upload texture to graphics system
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // (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 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    if  ( bd - > FontTexture  = =  nullptr ) 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SDL_Log ( " error creating texture " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    SDL_UpdateTexture ( bd - > FontTexture ,  nullptr ,  pixels ,  4  *  width ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    SDL_SetTextureBlendMode ( bd - > FontTexture ,  SDL_BLENDMODE_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    SDL_SetTextureScaleMode ( bd - > FontTexture ,  SDL_ScaleModeLinear ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Store our identifier
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    io . Fonts - > SetTexID ( ( ImTextureID ) ( intptr_t ) bd - > FontTexture ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  ImGui_ImplSDLRenderer2_DestroyFontsTexture ( )  
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiIO &  io  =  ImGui : : GetIO ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGui_ImplSDLRenderer2_Data *  bd  =  ImGui_ImplSDLRenderer2_GetBackendData ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    if  ( bd - > FontTexture ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        io . Fonts - > SetTexID ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SDL_DestroyTexture ( bd - > FontTexture ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        bd - > FontTexture  =  nullptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								bool  ImGui_ImplSDLRenderer2_CreateDeviceObjects ( )  
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    return  ImGui_ImplSDLRenderer2_CreateFontsTexture ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  ImGui_ImplSDLRenderer2_DestroyDeviceObjects ( )  
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGui_ImplSDLRenderer2_DestroyFontsTexture ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-05-18 16:23:10 -04:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2023-06-08 01:29:16 -04:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(__clang__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic pop 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif