From b709b02e96ed150d681ab6b56e005d301aa9320e Mon Sep 17 00:00:00 2001 From: ocornut Date: Tue, 30 May 2023 20:15:31 +0200 Subject: [PATCH] Backends: SDL_Renderer2: renamed all functions accordingly. (#6286) --- backends/imgui_impl_sdlrenderer2.cpp | 54 ++++++++++----------- backends/imgui_impl_sdlrenderer2.h | 16 +++--- examples/example_sdl2_sdlrenderer2/main.cpp | 8 +-- 3 files changed, 39 insertions(+), 39 deletions(-) diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index 8de9d9163..cf159bbec 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -44,29 +44,29 @@ #endif // SDL_Renderer data -struct ImGui_ImplSDLRenderer_Data +struct ImGui_ImplSDLRenderer2_Data { SDL_Renderer* SDLRenderer; SDL_Texture* FontTexture; - ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. -static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions -bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) { ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); // Setup backend capabilities flags - ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. @@ -76,13 +76,13 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) return true; } -void ImGui_ImplSDLRenderer_Shutdown() +void ImGui_ImplSDLRenderer2_Shutdown() { - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer_DestroyDeviceObjects(); + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; @@ -90,9 +90,9 @@ void ImGui_ImplSDLRenderer_Shutdown() IM_DELETE(bd); } -static void ImGui_ImplSDLRenderer_SetupRenderState() +static void ImGui_ImplSDLRenderer2_SetupRenderState() { - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); // Clear out any viewports and cliprect set by the user // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. @@ -100,18 +100,18 @@ static void ImGui_ImplSDLRenderer_SetupRenderState() SDL_RenderSetClipRect(bd->SDLRenderer, nullptr); } -void ImGui_ImplSDLRenderer_NewFrame() +void ImGui_ImplSDLRenderer2_NewFrame() { - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); - IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?"); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer2_Init()?"); if (!bd->FontTexture) - ImGui_ImplSDLRenderer_CreateDeviceObjects(); + ImGui_ImplSDLRenderer2_CreateDeviceObjects(); } -void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data) { - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); // If there's a scale factor set by the user, use that instead // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass @@ -146,7 +146,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) ImVec2 clip_scale = render_scale; // Render command lists - ImGui_ImplSDLRenderer_SetupRenderState(); + ImGui_ImplSDLRenderer2_SetupRenderState(); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -161,7 +161,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplSDLRenderer_SetupRenderState(); + ImGui_ImplSDLRenderer2_SetupRenderState(); else pcmd->UserCallback(cmd_list, pcmd); } @@ -206,10 +206,10 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) } // Called by Init/NewFrame/Shutdown -bool ImGui_ImplSDLRenderer_CreateFontsTexture() +bool ImGui_ImplSDLRenderer2_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); // Build texture atlas unsigned char* pixels; @@ -234,10 +234,10 @@ bool ImGui_ImplSDLRenderer_CreateFontsTexture() return true; } -void ImGui_ImplSDLRenderer_DestroyFontsTexture() +void ImGui_ImplSDLRenderer2_DestroyFontsTexture() { ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); if (bd->FontTexture) { io.Fonts->SetTexID(0); @@ -246,14 +246,14 @@ void ImGui_ImplSDLRenderer_DestroyFontsTexture() } } -bool ImGui_ImplSDLRenderer_CreateDeviceObjects() +bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() { - return ImGui_ImplSDLRenderer_CreateFontsTexture(); + return ImGui_ImplSDLRenderer2_CreateFontsTexture(); } -void ImGui_ImplSDLRenderer_DestroyDeviceObjects() +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() { - ImGui_ImplSDLRenderer_DestroyFontsTexture(); + ImGui_ImplSDLRenderer2_DestroyFontsTexture(); } #if defined(__clang__) diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index 01c74b68e..ec6bbfef1 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -16,13 +16,13 @@ struct SDL_Renderer; -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp index 697ce7d0c..3f927bef1 100644 --- a/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/examples/example_sdl2_sdlrenderer2/main.cpp @@ -58,7 +58,7 @@ int main(int, char**) // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); - ImGui_ImplSDLRenderer_Init(renderer); + ImGui_ImplSDLRenderer2_Init(renderer); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. @@ -101,7 +101,7 @@ int main(int, char**) } // Start the Dear ImGui frame - ImGui_ImplSDLRenderer_NewFrame(); + ImGui_ImplSDLRenderer2_NewFrame(); ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); @@ -147,12 +147,12 @@ int main(int, char**) SDL_RenderSetScale(renderer, io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); SDL_SetRenderDrawColor(renderer, (Uint8)(clear_color.x * 255), (Uint8)(clear_color.y * 255), (Uint8)(clear_color.z * 255), (Uint8)(clear_color.w * 255)); SDL_RenderClear(renderer); - ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplSDLRenderer2_RenderDrawData(ImGui::GetDrawData()); SDL_RenderPresent(renderer); } // Cleanup - ImGui_ImplSDLRenderer_Shutdown(); + ImGui_ImplSDLRenderer2_Shutdown(); ImGui_ImplSDL2_Shutdown(); ImGui::DestroyContext();