259 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// dear imgui: Renderer Backend for SDL_Renderer for SDL3
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// (Requires: SDL 3.0.0+)
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// Note how SDL_Renderer is an _optional_ component of SDL3.
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
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// 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
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// it might be difficult to step out of those boundaries.
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// Implemented features:
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//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
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//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// Missing features:
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//  [ ] Renderer: Multi-viewport support (multiple windows).
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// CHANGELOG
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//  2023-05-30: Initial version.
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#include "imgui.h"
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#include "imgui_impl_sdlrenderer3.h"
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h>     // intptr_t
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#else
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#include <stdint.h>     // intptr_t
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#endif
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// Clang warnings with -Weverything
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#if defined(__clang__)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
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#endif
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// SDL
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#include <SDL3/SDL.h>
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#if !SDL_VERSION_ATLEAST(3,0,0)
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#error This backend requires SDL 3.0.0+
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#endif
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// SDL_Renderer data
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struct ImGui_ImplSDLRenderer3_Data
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{
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    SDL_Renderer*   SDLRenderer;
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    SDL_Texture*    FontTexture;
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    ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
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};
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// 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_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
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{
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    return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
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}
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// Functions
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bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
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{
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    ImGuiIO& io = ImGui::GetIO();
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    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
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    IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
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    // Setup backend capabilities flags
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    ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
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    io.BackendRendererUserData = (void*)bd;
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    io.BackendRendererName = "imgui_impl_sdlrenderer3";
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    io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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    bd->SDLRenderer = renderer;
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    return true;
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}
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void ImGui_ImplSDLRenderer3_Shutdown()
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{
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    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    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_ImplSDLRenderer3_DestroyDeviceObjects();
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    io.BackendRendererName = nullptr;
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    io.BackendRendererUserData = nullptr;
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    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
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    IM_DELETE(bd);
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}
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static void ImGui_ImplSDLRenderer3_SetupRenderState()
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{
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	ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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	// Clear out any viewports and cliprect set by the user
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    // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
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	SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
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	SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
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}
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void ImGui_ImplSDLRenderer3_NewFrame()
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{
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    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
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    if (!bd->FontTexture)
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        ImGui_ImplSDLRenderer3_CreateDeviceObjects();
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}
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void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
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{
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	ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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	// If there's a scale factor set by the user, use that instead
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    // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
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    // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
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    float rsx = 1.0f;
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	float rsy = 1.0f;
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	SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
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    ImVec2 render_scale;
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	render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
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	render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
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	// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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	int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
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	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
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	if (fb_width == 0 || fb_height == 0)
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		return;
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    // Backup SDL_Renderer state that will be modified to restore it afterwards
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    struct BackupSDLRendererState
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    {
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        SDL_Rect    Viewport;
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        bool        ClipEnabled;
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        SDL_Rect    ClipRect;
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    };
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    BackupSDLRendererState old = {};
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    old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
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    SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
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    SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
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	// Will project scissor/clipping rectangles into framebuffer space
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	ImVec2 clip_off = draw_data->DisplayPos;         // (0,0) unless using multi-viewports
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	ImVec2 clip_scale = render_scale;
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    // Render command lists
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    ImGui_ImplSDLRenderer3_SetupRenderState();
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    for (int n = 0; n < draw_data->CmdListsCount; n++)
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    {
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        const ImDrawList* cmd_list = draw_data->CmdLists[n];
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        const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
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        const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
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        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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        {
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            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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            if (pcmd->UserCallback)
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            {
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                // User callback, registered via ImDrawList::AddCallback()
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                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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                    ImGui_ImplSDLRenderer3_SetupRenderState();
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                else
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                    pcmd->UserCallback(cmd_list, pcmd);
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            }
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            else
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            {
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                // Project scissor/clipping rectangles into framebuffer space
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                ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
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                ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
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                if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
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                if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
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                if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
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                if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
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                if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                    continue;
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                SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
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                SDL_SetRenderClipRect(bd->SDLRenderer, &r);
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                const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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                const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
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#if SDL_VERSION_ATLEAST(2,0,19)
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                const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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#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
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#endif
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                // Bind texture, Draw
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				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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                SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
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                    xy, (int)sizeof(ImDrawVert),
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                    color, (int)sizeof(ImDrawVert),
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                    uv, (int)sizeof(ImDrawVert),
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                    cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
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                    idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
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            }
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        }
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    }
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    // Restore modified SDL_Renderer state
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    SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
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    SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
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}
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// Called by Init/NewFrame/Shutdown
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bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    // Build texture atlas
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    unsigned char* pixels;
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    int width, height;
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    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);   // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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    // Upload texture to graphics system
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    // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
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    bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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    if (bd->FontTexture == nullptr)
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    {
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        SDL_Log("error creating texture");
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        return false;
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    }
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    SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
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    SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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    SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
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    // Store our identifier
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    io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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    return true;
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}
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void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
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{
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    ImGuiIO& io = ImGui::GetIO();
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    ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
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    if (bd->FontTexture)
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    {
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        io.Fonts->SetTexID(0);
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        SDL_DestroyTexture(bd->FontTexture);
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        bd->FontTexture = nullptr;
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    }
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}
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bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
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{
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    return ImGui_ImplSDLRenderer3_CreateFontsTexture();
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}
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void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
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{
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    ImGui_ImplSDLRenderer3_DestroyFontsTexture();
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}
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#if defined(__clang__)
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#pragma clang diagnostic pop
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#endif
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