Actual working viewports :)
This commit is contained in:
+77
-155
@@ -11,11 +11,7 @@ namespace SDL3_TestingSuite.SDL3;
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/// </summary>
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public unsafe static class ImGuiSDL3Renderer
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{
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private sealed class TextureState
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{
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public ImTextureDataPtr Source;
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public readonly Dictionary<nint, nint> RendererTextures = new();
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}
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public static SDL3Window Parent;
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public class RendererData
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{
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@@ -44,11 +40,6 @@ public unsafe static class ImGuiSDL3Renderer
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private static readonly RendererDestroyWindowFn RendererDestroyWindowDelegate = RendererDestroyWindow;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void RendererSetWindowSizeFn(ImGuiViewportPtr viewport, Vector2 size);
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private static readonly RendererSetWindowSizeFn RendererSetWindowSizeDelegate = RendererSetWindowSize;
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[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
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private delegate void RendererRenderWindowFn(ImGuiViewportPtr viewport);
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@@ -61,8 +52,9 @@ public unsafe static class ImGuiSDL3Renderer
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public static RendererData Data => ImGui.GetCurrentContext().Handle != null ? ImGuiUserData<RendererData>.Get(ImGui.GetIO().BackendRendererUserData)! : null!;
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public static bool Init(nint renderer)
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public static bool Init(nint renderer, SDL3Window parentWindow = null)
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{
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Parent = parentWindow;
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ImGuiIOPtr io = ImGui.GetIO();
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RendererData bd = new RendererData();
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@@ -77,7 +69,6 @@ public unsafe static class ImGuiSDL3Renderer
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ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();
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platformIO.RendererCreateWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererCreateWindowDelegate);
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platformIO.RendererDestroyWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererDestroyWindowDelegate);
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platformIO.RendererSetWindowSize = (void*)Marshal.GetFunctionPointerForDelegate(RendererSetWindowSizeDelegate);
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platformIO.RendererRenderWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererRenderWindowDelegate);
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platformIO.RendererSwapBuffers = (void*)Marshal.GetFunctionPointerForDelegate(RendererSwapBuffersDelegate);
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@@ -108,22 +99,19 @@ public unsafe static class ImGuiSDL3Renderer
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private static void RendererCreateWindow(ImGuiViewportPtr viewport)
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{
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Program.Logger.Log(null);
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ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
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if (vd == null || vd.Window == nint.Zero)
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return;
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if (vd.Renderer == nint.Zero)
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{
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vd.Renderer = SDL.CreateRenderer(vd.Window, (string?)null);
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vd.Renderer = SDL.CreateRenderer(vd.Window, null);
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vd.RendererOwned = true;
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}
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Program.Logger.Log(null);
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}
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private static void RendererDestroyWindow(ImGuiViewportPtr viewport)
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{
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Program.Logger.Log(null);
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ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
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if (vd == null)
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return;
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@@ -135,37 +123,32 @@ public unsafe static class ImGuiSDL3Renderer
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vd.Renderer = nint.Zero;
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vd.RendererOwned = false;
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Program.Logger.Log(null);
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}
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private static void RendererSetWindowSize(ImGuiViewportPtr viewport, Vector2 size)
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{
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// SDL renderer windows track size through the platform window callback.
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Program.Logger.Log(null);
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}
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private static void RendererRenderWindow(ImGuiViewportPtr viewport)
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{
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Program.Logger.Log(null);
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ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
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if (vd == null || vd.Renderer == nint.Zero)
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{
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return;
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}
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if (Parent != null)
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{
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SDL.SetRenderDrawColorFloat(vd.Renderer, Parent.ClearColor.X, Parent.ClearColor.Y, Parent.ClearColor.Z, 0f);
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SDL.RenderClear(vd.Renderer);
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}
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RenderDrawData(viewport.DrawData, vd.Renderer);
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Program.Logger.Log(null);
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}
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private static void RendererSwapBuffers(ImGuiViewportPtr viewport)
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{
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Program.Logger.Log(null);
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ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData<ImGuiSDL3Platform.ViewPortData>.Get(viewport.PlatformUserData);
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if (vd == null || vd.Renderer == nint.Zero)
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return;
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SDL.RenderPresent(vd.Renderer);
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Program.Logger.Log(null);
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}
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public static void RenderDrawData(ImDrawDataPtr drawData, nint renderer)
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@@ -175,9 +158,7 @@ public unsafe static class ImGuiSDL3Renderer
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return;
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SDL.GetRenderScale(renderer, out float renderScaleX, out float renderScaleY);
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Vector2 renderScale = new Vector2(
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renderScaleX == 1.0f ? drawData.FramebufferScale.X : 1.0f,
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renderScaleY == 1.0f ? drawData.FramebufferScale.Y : 1.0f);
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Vector2 renderScale = new Vector2(renderScaleX == 1.0f ? drawData.FramebufferScale.X : 1.0f, renderScaleY == 1.0f ? drawData.FramebufferScale.Y : 1.0f);
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int fbWidth = (int)(drawData.DisplaySize.X * renderScale.X);
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int fbHeight = (int)(drawData.DisplaySize.Y * renderScale.Y);
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@@ -196,13 +177,11 @@ public unsafe static class ImGuiSDL3Renderer
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ViewportEnabled = SDL.RenderViewportSet(renderer),
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ClipEnabled = SDL.RenderClipEnabled(renderer)
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};
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SDL.GetRenderViewport(renderer, out var oldViewport);
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old.Viewport = oldViewport;
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SDL.GetRenderClipRect(renderer, out var oldClipRect);
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old.ClipRect = oldClipRect;
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SDL.GetRenderViewport(renderer, out old.Viewport);
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SDL.GetRenderClipRect(renderer, out old.ClipRect);
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// Set up render state
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SDL.SetRenderViewport(renderer, 0);
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SDL.SetRenderViewport(renderer, nint.Zero);
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SDL.SetRenderClipRect(renderer, nint.Zero);
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// Set render state in platform IO
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@@ -224,37 +203,35 @@ public unsafe static class ImGuiSDL3Renderer
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{
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continue; // User callback not implemented
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}
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else
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// Apply clipping rectangle
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Vector4 clipRect = cmd.ClipRect;
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Vector2 clipMin = new Vector2((clipRect.X - clipOffset.X) * renderScale.X, (clipRect.Y - clipOffset.Y) * renderScale.Y);
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Vector2 clipMax = new Vector2((clipRect.Z - clipOffset.X) * renderScale.X, (clipRect.W - clipOffset.Y) * renderScale.Y);
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clipMin.X = Math.Max(0, clipMin.X);
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clipMin.Y = Math.Max(0, clipMin.Y);
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clipMax.X = Math.Min(fbWidth, clipMax.X);
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clipMax.Y = Math.Min(fbHeight, clipMax.Y);
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if (clipMax.X <= clipMin.X || clipMax.Y <= clipMin.Y)
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continue;
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SDL.Rect r = new SDL.Rect
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{
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// Apply clipping rectangle
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Vector4 clipRect = cmd.ClipRect;
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Vector2 clipMin = new Vector2((clipRect.X - clipOffset.X) * renderScale.X, (clipRect.Y - clipOffset.Y) * renderScale.Y);
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Vector2 clipMax = new Vector2((clipRect.Z - clipOffset.X) * renderScale.X, (clipRect.W - clipOffset.Y) * renderScale.Y);
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X = (int)clipMin.X,
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Y = (int)clipMin.Y,
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W = (int)(clipMax.X - clipMin.X),
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H = (int)(clipMax.Y - clipMin.Y)
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};
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SDL.SetRenderClipRect(renderer, r);
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clipMin.X = Math.Max(0, clipMin.X);
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clipMin.Y = Math.Max(0, clipMin.Y);
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clipMax.X = Math.Min(fbWidth, clipMax.X);
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clipMax.Y = Math.Min(fbHeight, clipMax.Y);
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if (clipMax.X <= clipMin.X || clipMax.Y <= clipMin.Y)
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continue;
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// Get texture
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nint texId = cmd.GetTexID();
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SDL.Rect r = new SDL.Rect
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{
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X = (int)clipMin.X,
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Y = (int)clipMin.Y,
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W = (int)(clipMax.X - clipMin.X),
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H = (int)(clipMax.Y - clipMin.Y)
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};
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SDL.SetRenderClipRect(renderer, r);
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// Get texture
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nint texId = ResolveTextureId(cmd.GetTexID(), renderer);
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// Convert ImGui vertices to SDL vertices
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if (!RenderDrawCommand(cmdList, cmd, renderer, texId, renderScale))
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{
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Console.WriteLine($"Failed to render ImGui draw command: {SDL.GetError()}");
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}
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// Convert ImGui vertices to SDL vertices
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if (!RenderDrawCommand(cmdList, cmd, renderer, texId, renderScale, clipOffset))
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{
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Console.WriteLine($"Failed to render ImGui draw command: {SDL.GetError()}");
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}
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}
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}
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@@ -267,108 +244,53 @@ public unsafe static class ImGuiSDL3Renderer
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SDL.SetRenderClipRect(renderer, old.ClipEnabled ? old.ClipRect : new SDL.Rect());
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}
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private static nint ResolveTextureId(ImTextureID texId, nint renderer)
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{
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if (texId == ImTextureID.Null)
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return nint.Zero;
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TextureState? state = ImGuiUserData<TextureState>.Get((void*)(nint)texId);
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if (state == null)
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return (nint)texId;
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if (!state.RendererTextures.TryGetValue(renderer, out nint rendererTexture) || rendererTexture == nint.Zero)
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{
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rendererTexture = CreateRendererTexture(state, renderer);
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state.RendererTextures[renderer] = rendererTexture;
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}
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return rendererTexture;
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}
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private static nint CreateRendererTexture(TextureState state, nint renderer)
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{
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ImTextureDataPtr tex = state.Source;
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// We keep ARGB8888 here because this project already relies on that upload path.
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nint sdlTexture = SDL.CreateTexture(renderer, SDL.PixelFormat.ARGB8888, SDL.TextureAccess.Static, tex.Width, tex.Height);
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if (sdlTexture == nint.Zero)
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return nint.Zero;
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SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
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SDL.SetTextureBlendMode(sdlTexture, SDL.BlendMode.Blend);
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SDL.SetTextureScaleMode(sdlTexture, SDL.ScaleMode.Linear);
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return sdlTexture;
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}
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private static void UploadRendererTexture(ImTextureDataPtr tex, nint renderer, nint sdlTexture)
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{
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if (tex.Status == ImTextureStatus.WantUpdates)
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{
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for (int i = 0; i < tex.Updates.Size; i++)
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{
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var r = tex.Updates[i];
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SDL.Rect rect = new SDL.Rect
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{
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X = r.X,
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Y = r.Y,
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W = r.W,
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H = r.H
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};
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SDL.UpdateTexture(sdlTexture, rect, (nint)tex.GetPixelsAt(r.X, r.Y), tex.GetPitch());
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}
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}
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else
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{
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SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
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}
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}
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private static void UpdateTexture(ImTextureDataPtr tex, nint renderer)
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{
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TextureState? state = null;
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if ((nint)tex.BackendUserData != nint.Zero)
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state = ImGuiUserData<TextureState>.Get(tex.BackendUserData);
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if (state == null)
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{
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state = new TextureState();
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tex.BackendUserData = ImGuiUserData<TextureState>.Store(state);
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}
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state.Source = tex;
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tex.SetTexID((nint)tex.BackendUserData);
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if (tex.Status == ImTextureStatus.WantDestroy)
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{
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foreach (nint rendererTexture in state.RendererTextures.Values)
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{
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if (rendererTexture != nint.Zero)
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SDL.DestroyTexture(rendererTexture);
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}
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if (tex.TexID != ImTextureID.Null)
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SDL.DestroyTexture(tex.TexID);
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state.RendererTextures.Clear();
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ImGuiUserData<TextureState>.Free(tex.BackendUserData);
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tex.BackendUserData = (void*)nint.Zero;
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tex.SetTexID(ImTextureID.Null);
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tex.SetStatus(ImTextureStatus.Destroyed);
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return;
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}
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bool hasRendererTexture = state.RendererTextures.TryGetValue(renderer, out nint sdlTexture) && sdlTexture != nint.Zero;
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if (!hasRendererTexture)
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bool needsCreate = tex.TexID == ImTextureID.Null || SDL.GetRendererFromTexture(tex.TexID) != renderer;
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if (tex.Status == ImTextureStatus.WantCreate || needsCreate)
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{
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sdlTexture = CreateRendererTexture(state, renderer);
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state.RendererTextures[renderer] = sdlTexture;
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if (tex.TexID != ImTextureID.Null)
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SDL.DestroyTexture(tex.TexID);
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// Create texture on the renderer that is actually drawing this viewport.
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// SDL textures are renderer-owned and cannot be shared across renderer instances.
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nint sdlTexture = SDL.CreateTexture(renderer, SDL.PixelFormat.ABGR8888, SDL.TextureAccess.Static, tex.Width, tex.Height);
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SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
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SDL.SetTextureBlendMode(sdlTexture, SDL.BlendMode.Blend);
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SDL.SetTextureScaleMode(sdlTexture, SDL.ScaleMode.Linear);
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tex.SetTexID(sdlTexture);
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tex.SetStatus(ImTextureStatus.Ok);
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return;
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}
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if (sdlTexture != nint.Zero && (tex.Status == ImTextureStatus.WantCreate || tex.Status == ImTextureStatus.WantUpdates || !hasRendererTexture))
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if (tex.Status == ImTextureStatus.WantUpdates)
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{
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UploadRendererTexture(tex, renderer, sdlTexture);
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// Update selected blocks. We only ever write to textures regions which have never been used before!
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// This backend choose to use tex.Updates[] but you can use tex.UpdateRect to upload a single region.
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nint sdlTexture = tex.TexID;
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for (int i = 0; i < tex.Updates.Size; i++)
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{
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var r = tex.Updates[i];
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SDL.Rect sdlR = new SDL.Rect { X = r.X, Y = r.Y, W = r.W, H = r.H };
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SDL.UpdateTexture(sdlTexture, sdlR, (nint)tex.GetPixelsAt(r.X, r.Y), tex.GetPitch());
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}
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tex.SetStatus(ImTextureStatus.Ok);
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}
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}
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private static bool RenderDrawCommand(ImDrawListPtr drawList, ImDrawCmd cmd, nint renderer, nint texId, Vector2 scale)
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private static bool RenderDrawCommand(ImDrawListPtr drawList, ImDrawCmd cmd, nint renderer, nint texId, Vector2 scale, Vector2 displayPos)
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{
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uint indexOffset = cmd.IdxOffset;
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uint vertexOffset = cmd.VtxOffset;
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@@ -391,21 +313,21 @@ public unsafe static class ImGuiSDL3Renderer
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byte b = (byte)((col >> 16) & 0xFF);
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byte a = (byte)((col >> 24) & 0xFF);
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vertices[i] = new SDL.Vertex()
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vertices[i] = new SDL.Vertex
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{
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Position = new SDL.FPoint()
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Position = new SDL.FPoint
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{
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X = srcVert.Pos.X * scale.X,
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Y = srcVert.Pos.Y * scale.Y
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X = (srcVert.Pos.X - displayPos.X) * scale.X,
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Y = (srcVert.Pos.Y - displayPos.Y) * scale.Y
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},
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Color = new SDL.FColor()
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Color = new SDL.FColor
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{
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R = r / 255f,
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G = g / 255f,
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B = b / 255f,
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A = a / 255f
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},
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TexCoord = new SDL.FPoint()
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TexCoord = new SDL.FPoint
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{
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X = srcVert.Uv.X,
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Y = srcVert.Uv.Y
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@@ -427,7 +349,7 @@ public unsafe static class ImGuiSDL3Renderer
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{
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var texture = texures[i];
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texture.Status = ImTextureStatus.WantDestroy;
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UpdateTexture(texture, nint.Zero);
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UpdateTexture(texture, Data.Renderer);
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}
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}
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}
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}
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