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Docs: update Backends with direction for implementing RenderDrawData function and supporting ImGuiBackendFlags_RendererHasTextures. (#8735, #8465)
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189
docs/BACKENDS.md
189
docs/BACKENDS.md
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@ -7,9 +7,10 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKE
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- [Introduction](#introduction)
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- [Using standard backends](#using-standard-backends)
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- [List of third-party backends](#list-of-third-party-backends)
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- [Writing your own backend](#writing-your-own-backend)
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- [Writing your own Backend](#writing-your-own-backend)
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- [Using a custom engine?](#using-a-custom-engine)
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- [Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#adding-support-for-imguibackendflags_rendererhastextures-192)
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- [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function)
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- [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192)
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## Introduction
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@ -117,15 +118,20 @@ If your application runs on Windows or if you are using multi-viewport, the win3
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See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others).
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## Writing your own backend
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## Writing your own Backend
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### Using a custom engine?
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You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...<BR>
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Think twice!
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TL;DR;
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- Writing your own Renderer Backend is easy.
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- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
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- **It is unlikely you will add value to your project by creating your own backend.**
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**Consider using the existing backends as-is**.
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You will save lots of time integrating the library.
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You will save lots of time integrating the library.
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Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly.
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You can LATER decide to rewrite yourself a custom backend if you really need to.
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In most situations, custom backends have fewer features and more bugs than the standard backends we provide.
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@ -148,23 +154,180 @@ Suggestion: try using a non-portable backend first (e.g. win32 + underlying grap
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your desktop builds working first. This will get you running faster and get your acquainted with
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how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API...
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TL;DR;
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- **It is unlikely you will add value to your project by creating your own backend.**
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- Writing your own Renderer Backend is easier.
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- Writing your own Platform Backend is harder and you are more likely to introduce bugs.
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Also:
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The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows
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Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an
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extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific
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requests such as: "create an additional OS window", "create a render context", "get the OS position of this
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window" etc. See 'ImGuiPlatformIO' for details.
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window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details.
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Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult
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than supporting single-viewport.
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If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from
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improvements and fixes related to viewports and platform windows without extra work on your side.
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### Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
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### Rendering: Implementing your RenderDrawData function
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Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0), released June 2025, added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
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<BR>**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
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Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field).
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Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot.
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As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices.
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```cpp
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void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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{
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// TODO: Update textures.
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// - Most of the times, the list will have 1 element with an OK status, aka nothing to do.
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// - This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates.
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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// TODO: Setup render state:
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// - Alpha-blending enabled
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// - No backface culling
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// - No depth testing, no depth writing
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// - Scissor enabled
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MyEngineSetupenderState();
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// TODO: Setup texture sampling state
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// - Sample with bilinear filtering (NOT point/nearest filtering).
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// - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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// Render command lists
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ImVec2 clip_off = draw_data->DisplayPos;
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ImVec2 clip_scale = draw_data->FramebufferScale;
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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; // vertex buffer generated by Dear ImGui
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
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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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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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MyEngineSetupenderState();
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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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// - Clipping coordinates are provided in imgui coordinates space:
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// - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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// - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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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_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// We are using scissoring to clip some objects. All low-level graphics API should support it.
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// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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// (some elements visible outside their bounds) but you can fix that once everything else works!
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MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Render 'pcmd->ElemCount/3' indexed triangles.
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// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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}
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}
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}
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}
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```
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### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)
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Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things.
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**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.**
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**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:**
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- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines)
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- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines)
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- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines)
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- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines)
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- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines)
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- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines)
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- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines)
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- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines)
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- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines)
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- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines)
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- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines)
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- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines)
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- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines)
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**Instructions**
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- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature.
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- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures.
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- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures.
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- (Both arrays are `ImVector<ImTextureData*>`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.)
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Pseudo-code for processing a texture:
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```cpp
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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```
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```cpp
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void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
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{
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// Create texture based on tex->Width, tex->Height.
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// - Most backends only support tex->Format == ImTextureFormat_RGBA32.
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// - Backends for particularly memory constrainted platforms may support tex->Format == ImTextureFormat_Alpha8.
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// Upload all texture pixels
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// - Read from our CPU-side copy of the texture and copy to your graphics API.
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// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
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// Store your data, and acknowledge creation.
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tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd.
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tex->SetStatus(ImTextureStatus_OK);
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tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there)
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}
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if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// Upload a rectangle of pixels to the existing texture
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// - We only ever write to textures regions which have never been used before!
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// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
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// - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size.
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// - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended.
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// - Read from our CPU-side copy of the texture and copy to your graphics API.
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// - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed.
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// Acknowledge update
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tex->SetStatus(ImTextureStatus_OK);
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}
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if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0)
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{
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// If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2
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// Destroy texture
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// - Use tex->TexID or tex->BackendUserData to retrieve your stored data.
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// - Destroy texture in your graphics API.
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// Acknowledge destruction
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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}
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```
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Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this.
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@ -57,6 +57,9 @@ THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015!
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I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCE,
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BUT INEVITABLY SOME USERS OR THIRD-PARTY EXTENSIONS WILL BE AFFECTED.
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For instructions to upgrade your custom backend:
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--> See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
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IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS,
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PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO:
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https://github.com/ocornut/imgui/issues/
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@ -3,7 +3,7 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/EXAMP
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## Dear ImGui: Examples
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**The [examples/](https://github.com/ocornut/imgui/blob/master/examples) folder example applications (standalone, ready-to-build) for variety of
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platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
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platforms and graphics APIs.** They all use standard backends from the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder (see [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md)).
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The purpose of Examples is to showcase integration with backends, let you try Dear ImGui, and guide you toward
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integrating Dear ImGui in your own application/game/engine.
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13
docs/FAQ.md
13
docs/FAQ.md
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@ -19,6 +19,7 @@ or view this file with any Markdown viewer.
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| **[How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-my-application)** |
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| [How can I enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
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| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-input-share-remote-display) |
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| [How can I create my own backend?](q-how-can-i-create-my-own-backend)
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| [I integrated Dear ImGui in my engine and little squares are showing instead of text...](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
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| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
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| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
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@ -92,8 +93,8 @@ Many projects are using this branch and it is kept in sync with master regularly
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### Q: How to get started?
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Read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). <BR>
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Read [EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
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Read [BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
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Read [docs/EXAMPLES.md](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md). <BR>
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Read [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md). <BR>
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Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp). <BR>
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The [Wiki](https://github.com/ocornut/imgui/wiki) is a hub to many resources and links.
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@ -159,6 +160,14 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
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---
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### Q: How can I create my own backend?
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- See [docs/BACKENDS.md](https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md).
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- See Documentation at the top of imgui.cpp.
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##### [Return to Index](#index)
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---
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### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
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Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU.
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- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
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123
imgui.cpp
123
imgui.cpp
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@ -53,7 +53,7 @@ DOCUMENTATION
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- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- HOW A SIMPLE APPLICATION MAY LOOK LIKE
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- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- USING CUSTOM BACKEND / CUSTOM ENGINE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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- Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
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@ -274,7 +274,8 @@ CODE
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HOW A SIMPLE APPLICATION MAY LOOK LIKE
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--------------------------------------
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EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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The sub-folders in examples/ contain examples applications following this structure.
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// Application init: create a dear imgui context, setup some options, load fonts
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@ -310,7 +311,27 @@ CODE
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ImGui_ImplWin32_Shutdown();
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||||
ImGui::DestroyContext();
|
||||
|
||||
EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
|
||||
To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
|
||||
you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
|
||||
Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
|
||||
|
||||
|
||||
USING CUSTOM BACKEND / CUSTOM ENGINE
|
||||
------------------------------------
|
||||
|
||||
IMPLEMENTING YOUR RenderDrawData() function:
|
||||
-> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
|
||||
-> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_RenderDrawData() function.
|
||||
|
||||
IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
|
||||
-> see https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md
|
||||
-> the Renderer Backends in impl_impl_XXX.cpp files contain many implementations of a ImGui_ImplXXXX_UpdateTexture() function.
|
||||
|
||||
IMPLEMENTING YOUR PLATFORM BACKEND:
|
||||
-> missing documentation.
|
||||
-> the Platform backends in impl_impl_XXX.cpp files contain many implementations.
|
||||
|
||||
Basic application/backend skeleton:
|
||||
|
||||
// Application init: create a Dear ImGui context, setup some options, load fonts
|
||||
ImGui::CreateContext();
|
||||
|
|
@ -319,7 +340,7 @@ CODE
|
|||
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls
|
||||
|
||||
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
|
||||
io.Fonts->AddFontFromFileTTF("NotoSans.ttf", 18.0f);
|
||||
io.Fonts->AddFontFromFileTTF("NotoSans.ttf");
|
||||
|
||||
// Application main loop
|
||||
while (true)
|
||||
|
|
@ -361,95 +382,6 @@ CODE
|
|||
// Shutdown
|
||||
ImGui::DestroyContext();
|
||||
|
||||
To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
|
||||
you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
|
||||
Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
|
||||
|
||||
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
|
||||
---------------------------------------------
|
||||
The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
|
||||
|
||||
void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
|
||||
{
|
||||
if (tex->Status == ImTextureStatus_WantCreate)
|
||||
{
|
||||
// <create texture based on tex->Width/Height/Pixels>
|
||||
tex->SetTexID(xxxx); // specify backend-specific ImTextureID identifier
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
tex->BackendUserData = xxxx; // store more backend data
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantUpdates)
|
||||
{
|
||||
// <update texture blocks based on tex->UpdateRect>
|
||||
tex->SetStatus(ImTextureStatus_OK);
|
||||
}
|
||||
if (tex->Status == ImTextureStatus_WantDestroy)
|
||||
{
|
||||
// <destroy texture>
|
||||
tex->SetTexID(ImTextureID_Invalid);
|
||||
tex->SetStatus(ImTextureStatus_Destroyed);
|
||||
}
|
||||
}
|
||||
|
||||
void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
|
||||
{
|
||||
if (draw_data->Textures != nullptr)
|
||||
for (ImTextureData* tex : *draw_data->Textures)
|
||||
if (tex->Status != ImTextureStatus_OK)
|
||||
MyImGuiBackend_UpdateTexture(tex);
|
||||
|
||||
|
||||
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
|
||||
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
|
||||
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
|
||||
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
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; // vertex buffer generated by Dear ImGui
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
MyEngineResetRenderState();
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
||||
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
||||
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
||||
continue;
|
||||
|
||||
// We are using scissoring to clip some objects. All low-level graphics API should support it.
|
||||
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
|
||||
// (some elements visible outside their bounds) but you can fix that once everything else works!
|
||||
// - Clipping coordinates are provided in imgui coordinates space:
|
||||
// - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
|
||||
// - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
|
||||
// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
|
||||
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
|
||||
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
|
||||
MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
|
||||
|
||||
// The texture for the draw call is specified by pcmd->GetTexID().
|
||||
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
|
||||
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
|
||||
|
||||
// Render 'pcmd->ElemCount/3' indexed triangles.
|
||||
// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
|
||||
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
API BREAKING CHANGES
|
||||
|
|
@ -15941,7 +15873,12 @@ void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
|
|||
//SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
|
||||
//EndDisabled();
|
||||
if ((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
|
||||
{
|
||||
BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
|
||||
BulletText("For instructions, see:");
|
||||
SameLine();
|
||||
TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
|
||||
}
|
||||
BulletText("Load a nice font for better results!");
|
||||
BulletText("Please submit feedback:");
|
||||
SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465");
|
||||
|
|
|
|||
2
imgui.h
2
imgui.h
|
|
@ -1691,7 +1691,7 @@ enum ImGuiBackendFlags_
|
|||
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
|
||||
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
|
||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
|
||||
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads.
|
||||
ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
|
|
|
|||
|
|
@ -8230,7 +8230,12 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||
// General
|
||||
SeparatorText("General");
|
||||
if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
|
||||
{
|
||||
BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
|
||||
BulletText("For instructions, see:");
|
||||
SameLine();
|
||||
TextLinkOpenURL("docs/BACKENDS.md", "https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md");
|
||||
}
|
||||
|
||||
if (ShowStyleSelector("Colors##Selector"))
|
||||
ref_saved_style = style;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue