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Fixed SDL(3)_SetRenderScale handling #7178
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Hello Bogdan! |
@ocornut Hi, thanks for your quick reply. I don't see how it will work, because usually we call Here is the test that I was using to test my patch: #include <SDL3/SDL.h>
#include <backends/imgui_impl_sdl3.h>
#include <backends/imgui_impl_sdlrenderer3.h>
int main(int argc, char *argv[]) {
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
SDL_Log("SDL_Init failed (%s)", SDL_GetError());
return 1;
}
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
constexpr int wflags = SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_RESIZABLE;
if (SDL_CreateWindowAndRenderer(640, 480, wflags, &window, &renderer) < 0) {
SDL_Log("SDL_CreateWindowAndRenderer failed (%s)", SDL_GetError());
SDL_Quit();
return 1;
}
SDL_SetWindowTitle(window, "X-Mas");
const auto scale = SDL_GetWindowDisplayScale(window);
SDL_SetRenderScale(renderer, scale, scale);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io{ImGui::GetIO()};
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableSetMousePos;
ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
ImGui_ImplSDLRenderer3_Init(renderer);
while (1) {
int finished = 0;
SDL_Event event;
while (SDL_PollEvent(&event)) {
ImGui_ImplSDL3_ProcessEvent(&event);
if (event.type == SDL_EVENT_QUIT) {
finished = 1;
break;
}
}
if (finished) {
break;
}
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
ImGui::Begin("X-Mas", nullptr);
ImGui::Text("Hello there !");
ImGui::End();
ImGui::Render();
SDL_SetRenderDrawColor(renderer, 80, 80, 80, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(renderer);
}
ImGui_ImplSDLRenderer3_Shutdown();
ImGui_ImplSDL3_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
} CMakeLists.txt: cmake_minimum_required(VERSION 3.5)
project(SDL3_imgui LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
include(FetchContent)
find_package(SDL3 QUIET)
if(NOT SDL3_FOUND)
set(SDL_SHARED TRUE CACHE BOOL "Build a SDL shared library (if available)")
set(SDL_STATIC TRUE CACHE BOOL "Build a SDL static library (if available)")
FetchContent_Declare(
SDL
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
GIT_TAG main # Replace this with a particular git tag or git hash
GIT_SHALLOW TRUE
GIT_PROGRESS TRUE
)
message(STATUS "Using SDL3 via FetchContent")
FetchContent_MakeAvailable(SDL)
set_property(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/_deps/sdl-src" PROPERTY EXCLUDE_FROM_ALL TRUE)
endif()
FetchContent_Declare(
imgui
GIT_REPOSITORY "https://github.com/bog-dan-ro/imgui.git"
GIT_TAG master
)
FetchContent_GetProperties(imgui)
if (NOT imgui_POPULATED)
FetchContent_Populate(imgui)
endif ()
add_library(imgui
${imgui_SOURCE_DIR}/imgui.cpp
${imgui_SOURCE_DIR}/imgui.h
${imgui_SOURCE_DIR}/imconfig.h
${imgui_SOURCE_DIR}/imgui_demo.cpp
${imgui_SOURCE_DIR}/imgui_draw.cpp
${imgui_SOURCE_DIR}/imgui_internal.h
${imgui_SOURCE_DIR}/imgui_tables.cpp
${imgui_SOURCE_DIR}/imgui_widgets.cpp
${imgui_SOURCE_DIR}/imstb_rectpack.h
${imgui_SOURCE_DIR}/imstb_textedit.h
${imgui_SOURCE_DIR}/imstb_truetype.h
${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.cpp
${imgui_SOURCE_DIR}/backends/imgui_impl_opengl3.h
${imgui_SOURCE_DIR}/backends/imgui_impl_sdl3.h
${imgui_SOURCE_DIR}/backends/imgui_impl_sdl3.cpp
${imgui_SOURCE_DIR}/backends/imgui_impl_sdlrenderer3.h
${imgui_SOURCE_DIR}/backends/imgui_impl_sdlrenderer3.cpp)
target_include_directories(imgui PUBLIC ${imgui_SOURCE_DIR})
target_link_libraries(imgui PUBLIC SDL3::SDL3)
FetchContent_MakeAvailable(imgui)
add_executable(${PROJECT_NAME} main.cpp)
target_compile_definitions(${PROJECT_NAME}
PRIVATE
GL_GLEXT_PROTOTYPES
)
target_link_libraries(${PROJECT_NAME}
PRIVATE
SDL3::SDL3
imgui
)
include(GNUInstallDirs)
install(TARGETS ${PROJECT_NAME}
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
RUNTIME DESTINATION ${CMAKE_INSTALL_BINDIR}
) |
@@ -71,7 +71,7 @@ struct ImGui_ImplSDL3_Data | |||
int PendingMouseLeaveFrame; | |||
char* ClipboardTextData; | |||
bool MouseCanUseGlobalState; | |||
|
|||
ImVec2 RenderScale() const { ImVec2 res; SDL_GetRenderScale(Renderer, &res.x, &res.y); return res;} |
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Renderer
is able to be null in cases where SDL_Renderer isn't being used (IE: OpenGL, etc), so this needs to be able to handle that.
@@ -267,6 +267,7 @@ struct ImVec2 | |||
#ifdef IM_VEC2_CLASS_EXTRA | |||
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. | |||
#endif | |||
inline ImVec2 & operator /=(ImVec2 other) {x /= other.x; y /= other.y; return *this; } |
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There are already math operators defined for ImVec2
, they're just disabled by default, and none of the backends enable them. Not sure if there's a reason for that or if it was just out of habit.
It might be easier to just match the existing backends and do the math manually per-component for consistency.
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They are disabled by default as I think it caused issues for users of IM_VEC2_CLASS_EXTRA
with own math class + own math operators, though honestly I am not sure of specifics off-hand that that might need a separate investigation.
But yeah at the moment it'd be good if backends didn't rely on those.
This change only applies to I do wonder if Dear ImGui should even support As an aside, we already use I can't imagine that's just always been broken, so someone should double-check that this PR didn't cause problems with it. |
Fixed mouse handling when using SDL_SetRenderScale for HiDPI.
Fixed #6065