imgui-bindings 0.0.2 → 0.1.0

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@@ -1,201 +1,200 @@
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- require 'ffi'
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- require 'sdl2'
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- require_relative 'imgui'
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-
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- module ImGui
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-
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- class ImGui_ImplSDLRenderer_Data < FFI::Struct
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- layout(
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- :SDLRenderer, :pointer,
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- :FontTexture, :pointer
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- )
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- end
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-
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- def self.ImGui_ImplSDLRenderer_GetBackendData()
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- if ImGui::GetCurrentContext() != nil
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- io = ImGuiIO.new(ImGui::GetIO())
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- instance = ImGui_ImplSDLRenderer_Data.new(io[:BackendRendererUserData])
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- return instance
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- else
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- return nil
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- end
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- end
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-
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- @@g_BackendRendererName = FFI::MemoryPointer.from_string("imgui_impl_sdlrenderer")
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- @@g_BackendRendererUserData = nil
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-
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- def self.ImplSDLRenderer_Init(renderer)
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- io = ImGuiIO.new(ImGui::GetIO())
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-
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- # Setup backend capabilities flags
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-
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- io[:BackendRendererName] = @@g_BackendRendererName
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-
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- @@g_BackendRendererUserData = ImGui_ImplSDLRenderer_Data.new
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- @@g_BackendRendererUserData[:SDLRenderer] = renderer
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- @@g_BackendRendererUserData[:FontTexture] = nil
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- io[:BackendRendererUserData] = @@g_BackendRendererUserData
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-
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- io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset # We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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-
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- return true
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- end
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-
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- def self.ImplSDLRenderer_Shutdown()
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- ImplSDLRenderer_DestroyDeviceObjects()
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- io = ImGuiIO.new(ImGui::GetIO())
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- io[:BackendRendererName] = nil
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- io[:BackendRendererUserData] = nil
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- @@g_BackendRendererUserData = nil
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- end
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-
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- # [Internal]
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- def self.ImplSDLRenderer_SetupRenderState()
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- bd = ImGui_ImplSDLRenderer_GetBackendData()
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-
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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_RenderSetViewport(bd[:SDLRenderer], nil)
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- SDL_RenderSetClipRect(bd[:SDLRenderer], nil)
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- end
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-
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- def self.ImplSDLRenderer_NewFrame()
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- io = ImGuiIO.new(ImGui::GetIO())
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- bd = ImGui_ImplSDLRenderer_GetBackendData()
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- ImGui::ImplSDLRenderer_CreateDeviceObjects() if bd[:FontTexture] == nil
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- end
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-
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- def self.ImplSDLRenderer_RenderDrawData(draw_data_raw)
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- draw_data = ImDrawData.new(draw_data_raw)
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- bd = ImGui_ImplSDLRenderer_GetBackendData()
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-
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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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- rsx = FFI::MemoryPointer.new :float
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- rsy = FFI::MemoryPointer.new :float
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- SDL_RenderGetScale(bd[:SDLRenderer], rsx, rsy)
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- render_scale = ImVec2.create(0, 0)
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- render_scale[:x] = (rsx.read_float() == 1.0) ? draw_data[:FramebufferScale][:x] : 1.0
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- render_scale[:y] = (rsy.read_float() == 1.0) ? draw_data[:FramebufferScale][:y] : 1.0
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-
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- # Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
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- fb_width = (draw_data[:DisplaySize][:x] * render_scale[:x]).to_i
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- fb_height = (draw_data[:DisplaySize][:y] * render_scale[:y]).to_i
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- return if fb_width == 0 || fb_height == 0
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-
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- # Backup SDL_Renderer state that will be modified to restore it afterwards
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- oldViewport = SDL_Rect.new
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- oldClipEnabled = FFI::MemoryPointer.new :bool
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- oldClipRect = SDL_Rect.new
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-
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- oldClipEnabled = (SDL_RenderIsClipEnabled(bd[:SDLRenderer]) == SDL_TRUE)
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- SDL_RenderGetViewport(bd[:SDLRenderer], oldViewport)
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- SDL_RenderGetClipRect(bd[:SDLRenderer], oldClipRect)
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-
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- # Will project scissor/clipping rectangles into framebuffer space
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- clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
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- clip_scale = render_scale
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-
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- # Render command lists
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- ImplSDLRenderer_SetupRenderState()
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- draw_data[:CmdListsCount].times do |n|
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- cmd_list = ImDrawList.new((draw_data[:CmdLists].pointer + FFI.type_size(:pointer) * n).read_pointer)
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- vtx_buffer = cmd_list[:VtxBuffer][:Data] # const ImDrawVert*
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- idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
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-
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- cmd_list[:CmdBuffer][:Size].times do |cmd_i|
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- pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
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- if pcmd[:UserCallback] != nil
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- # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
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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_ImplSDLRenderer_SetupRenderState()
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- # else
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- # pcmd[:UserCallback](cmd_list, pcmd)
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- # end
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- else
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- clip_min = ImVec2.create((pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y])
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- clip_max = ImVec2.create((pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y])
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-
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- clip_min[:x] = 0.0 if clip_min[:x] < 0.0
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- clip_min[:y] = 0.0 if clip_min[:y] < 0.0
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- clip_max[:x] = fb_width.to_f if clip_max[:x] > fb_width
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- clip_max[:y] = fb_height.to_f if clip_max[:y] > fb_height
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- next if (clip_max[:x] <= clip_min[:x] || clip_max[:y] <= clip_min[:y])
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-
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- r = SDL_Rect.new
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- r[:x] = clip_min[:x].to_i
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- r[:y] = clip_min[:y].to_i
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- r[:w] = (clip_max[:x] - clip_min[:x]).to_i
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- r[:h] = (clip_max[:y] - clip_min[:y]).to_i
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-
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- SDL_RenderSetClipRect(bd[:SDLRenderer], r.to_ptr)
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-
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- xy = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:pos))
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- uv = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:uv))
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- color = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:col))
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-
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- SDL_RenderGeometryRaw(bd[:SDLRenderer], pcmd[:TextureId],
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- xy, ImDrawVert.size,
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- color, ImDrawVert.size,
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- uv, ImDrawVert.size,
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- cmd_list[:VtxBuffer][:Size] - pcmd[:VtxOffset],
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- idx_buffer + FFI.type_size(:ImDrawIdx) * pcmd[:IdxOffset], pcmd[:ElemCount], FFI.type_size(:ImDrawIdx)) # FFI.type_size(:ImDrawIdx) == FFI::Type::UINT16.size
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-
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- # Restore modified SDL_Renderer state
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- SDL_RenderSetViewport(bd[:SDLRenderer], oldViewport)
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- SDL_RenderSetClipRect(bd[:SDLRenderer], oldClipEnabled ? oldClipRect : nil)
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- end
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- end
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- end
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- end
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-
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- # Called by Init/NewFrame/Shutdown
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- def self.ImplSDLRenderer_CreateFontsTexture()
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- io = ImGuiIO.new(ImGui::GetIO())
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- bd = ImGui_ImplSDLRenderer_GetBackendData()
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-
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- # Build texture atlas
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- pixels = FFI::MemoryPointer.new :pointer
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- width = FFI::MemoryPointer.new :int
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- height = FFI::MemoryPointer.new :int
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- io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil) # Load as RGBA 32-bits (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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-
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- # Upload texture to graphics system
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- bd[:FontTexture] = SDL_CreateTexture(bd[:SDLRenderer], SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width.read_int, height.read_int)
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- if bd[:FontTexture] == nil
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- SDL_Log("error creating texture")
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- return false
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- end
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-
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- SDL_UpdateTexture(bd[:FontTexture], nil, pixels.read_pointer, 4 * width.read_int)
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- SDL_SetTextureBlendMode(bd[:FontTexture], SDL_BLENDMODE_BLEND)
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-
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- # Store our identifier
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- io[:Fonts].SetTexID(bd[:FontTexture])
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-
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- return true
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- end
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-
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- def self.ImplSDLRenderer_DestroyFontsTexture()
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- io = ImGuiIO.new(ImGui::GetIO())
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- bd = ImGui_ImplSDLRenderer_GetBackendData()
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- if bd[:FontTexture] != nil
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- io[:Fonts].SetTexID(nil)
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- SDL_DestroyTexture(bd[:FontTexture])
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- bd[:FontTexture] = nil
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- end
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- end
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-
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- def self.ImplSDLRenderer_CreateDeviceObjects()
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- return ImGui::ImplSDLRenderer_CreateFontsTexture()
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- end
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-
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- def self.ImplSDLRenderer_DestroyDeviceObjects()
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- ImGui::ImplSDLRenderer_DestroyFontsTexture()
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- end
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-
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- end
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+ require 'ffi'
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+ require 'sdl2'
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+ require_relative 'imgui'
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+
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+ module ImGui
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+
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+ class ImGui_ImplSDLRenderer_Data < FFI::Struct
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+ layout(
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+ :SDLRenderer, :pointer,
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+ :FontTexture, :pointer
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+ )
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+ end
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+
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+ def self.ImGui_ImplSDLRenderer_GetBackendData()
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+ if ImGui::GetCurrentContext() != nil
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ instance = ImGui_ImplSDLRenderer_Data.new(io[:BackendRendererUserData])
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+ return instance
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+ else
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+ return nil
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+ end
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+ end
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+
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+ @@g_BackendRendererName = FFI::MemoryPointer.from_string("imgui_impl_sdlrenderer")
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+ @@g_BackendRendererUserData = nil
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+
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+ def self.ImplSDLRenderer_Init(renderer)
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+ io = ImGuiIO.new(ImGui::GetIO())
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+
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+ # Setup backend capabilities flags
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+
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+ io[:BackendRendererName] = @@g_BackendRendererName
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+
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+ @@g_BackendRendererUserData = ImGui_ImplSDLRenderer_Data.new
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+ @@g_BackendRendererUserData[:SDLRenderer] = renderer
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+ @@g_BackendRendererUserData[:FontTexture] = nil
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+ io[:BackendRendererUserData] = @@g_BackendRendererUserData
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+
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+ io[:BackendFlags] |= ImGuiBackendFlags_RendererHasVtxOffset # We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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+
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+ return true
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+ end
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+
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+ def self.ImplSDLRenderer_Shutdown()
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+ ImplSDLRenderer_DestroyDeviceObjects()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ io[:BackendRendererName] = nil
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+ io[:BackendRendererUserData] = nil
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+ @@g_BackendRendererUserData = nil
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+ end
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+
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+ # [Internal]
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+ def self.ImplSDLRenderer_SetupRenderState()
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+ bd = ImGui_ImplSDLRenderer_GetBackendData()
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+
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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.RenderSetViewport(bd[:SDLRenderer], nil)
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+ SDL.RenderSetClipRect(bd[:SDLRenderer], nil)
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+ end
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+
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+ def self.ImplSDLRenderer_NewFrame()
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+ bd = ImGui_ImplSDLRenderer_GetBackendData()
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+ ImGui::ImplSDLRenderer_CreateDeviceObjects() if bd[:FontTexture] == nil
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+ end
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+
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+ def self.ImplSDLRenderer_RenderDrawData(draw_data_raw)
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+ draw_data = ImDrawData.new(draw_data_raw)
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+ bd = ImGui_ImplSDLRenderer_GetBackendData()
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+
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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
73
+ # 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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+ rsx = FFI::MemoryPointer.new :float
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+ rsy = FFI::MemoryPointer.new :float
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+ SDL.RenderGetScale(bd[:SDLRenderer], rsx, rsy)
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+ render_scale = ImVec2.create(0, 0)
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+ render_scale[:x] = (rsx.read_float() == 1.0) ? draw_data[:FramebufferScale][:x] : 1.0
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+ render_scale[:y] = (rsy.read_float() == 1.0) ? draw_data[:FramebufferScale][:y] : 1.0
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+
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+ # Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
82
+ fb_width = (draw_data[:DisplaySize][:x] * render_scale[:x]).to_i
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+ fb_height = (draw_data[:DisplaySize][:y] * render_scale[:y]).to_i
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+ return if fb_width == 0 || fb_height == 0
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+
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+ # Backup SDL_Renderer state that will be modified to restore it afterwards
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+ oldViewport = SDL::Rect.new
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+ oldClipEnabled = FFI::MemoryPointer.new :bool
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+ oldClipRect = SDL::Rect.new
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+
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+ oldClipEnabled = (SDL.RenderIsClipEnabled(bd[:SDLRenderer]) == SDL::TRUE)
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+ SDL.RenderGetViewport(bd[:SDLRenderer], oldViewport)
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+ SDL.RenderGetClipRect(bd[:SDLRenderer], oldClipRect)
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+
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+ # Will project scissor/clipping rectangles into framebuffer space
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+ clip_off = draw_data[:DisplayPos] # (0,0) unless using multi-viewports
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+ clip_scale = render_scale
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+
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+ # Render command lists
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+ ImplSDLRenderer_SetupRenderState()
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+ draw_data[:CmdListsCount].times do |n|
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+ cmd_list = ImDrawList.new((draw_data[:CmdLists].pointer + FFI.type_size(:pointer) * n).read_pointer)
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+ vtx_buffer = cmd_list[:VtxBuffer][:Data] # const ImDrawVert*
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+ idx_buffer = cmd_list[:IdxBuffer][:Data] # const ImDrawIdx*
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+
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+ cmd_list[:CmdBuffer][:Size].times do |cmd_i|
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+ pcmd = ImDrawCmd.new(cmd_list[:CmdBuffer][:Data] + ImDrawCmd.size * cmd_i) # const ImDrawCmd*
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+ if pcmd[:UserCallback] != nil
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+ # [TODO] Handle user callback (Ref.: https://github.com/ffi/ffi/wiki/Callbacks )
110
+
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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.)
113
+ # if pcmd[:UserCallback] == :ImDrawCallback_ResetRenderState
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+ ImGui_ImplSDLRenderer_SetupRenderState()
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+ # else
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+ # pcmd[:UserCallback](cmd_list, pcmd)
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+ # end
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+ else
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+ clip_min = ImVec2.create((pcmd[:ClipRect][:x] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:y] - clip_off[:y]) * clip_scale[:y])
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+ clip_max = ImVec2.create((pcmd[:ClipRect][:z] - clip_off[:x]) * clip_scale[:x], (pcmd[:ClipRect][:w] - clip_off[:y]) * clip_scale[:y])
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+
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+ clip_min[:x] = 0.0 if clip_min[:x] < 0.0
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+ clip_min[:y] = 0.0 if clip_min[:y] < 0.0
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+ clip_max[:x] = fb_width.to_f if clip_max[:x] > fb_width
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+ clip_max[:y] = fb_height.to_f if clip_max[:y] > fb_height
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+ next if (clip_max[:x] <= clip_min[:x] || clip_max[:y] <= clip_min[:y])
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+
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+ r = SDL::Rect.new
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+ r[:x] = clip_min[:x].to_i
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+ r[:y] = clip_min[:y].to_i
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+ r[:w] = (clip_max[:x] - clip_min[:x]).to_i
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+ r[:h] = (clip_max[:y] - clip_min[:y]).to_i
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+
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+ SDL.RenderSetClipRect(bd[:SDLRenderer], r.to_ptr)
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+
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+ xy = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:pos))
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+ uv = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:uv))
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+ color = vtx_buffer + (pcmd[:VtxOffset] + ImDrawVert.offset_of(:col))
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+
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+ SDL.RenderGeometryRaw(bd[:SDLRenderer], pcmd[:TextureId],
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+ xy, ImDrawVert.size,
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+ color, ImDrawVert.size,
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+ uv, ImDrawVert.size,
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+ cmd_list[:VtxBuffer][:Size] - pcmd[:VtxOffset],
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+ idx_buffer + FFI.type_size(:ImDrawIdx) * pcmd[:IdxOffset], pcmd[:ElemCount], FFI.type_size(:ImDrawIdx)) # FFI.type_size(:ImDrawIdx) == FFI::Type::UINT16.size
146
+
147
+ # Restore modified SDL_Renderer state
148
+ SDL.RenderSetViewport(bd[:SDLRenderer], oldViewport)
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+ SDL.RenderSetClipRect(bd[:SDLRenderer], oldClipEnabled ? oldClipRect : nil)
150
+ end
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+ end
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+ end
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+ end
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+
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+ # Called by Init/NewFrame/Shutdown
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+ def self.ImplSDLRenderer_CreateFontsTexture()
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+ io = ImGuiIO.new(ImGui::GetIO())
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+ bd = ImGui_ImplSDLRenderer_GetBackendData()
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+
160
+ # Build texture atlas
161
+ pixels = FFI::MemoryPointer.new :pointer
162
+ width = FFI::MemoryPointer.new :int
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+ height = FFI::MemoryPointer.new :int
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+ io[:Fonts].GetTexDataAsRGBA32(pixels, width, height, nil) # Load as RGBA 32-bits (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.
165
+
166
+ # Upload texture to graphics system
167
+ bd[:FontTexture] = SDL.CreateTexture(bd[:SDLRenderer], SDL::PIXELFORMAT_ABGR8888, SDL::TEXTUREACCESS_STATIC, width.read_int, height.read_int)
168
+ if bd[:FontTexture] == nil
169
+ SDL.Log("error creating texture")
170
+ return false
171
+ end
172
+
173
+ SDL.UpdateTexture(bd[:FontTexture], nil, pixels.read_pointer, 4 * width.read_int)
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+ SDL.SetTextureBlendMode(bd[:FontTexture], SDL::BLENDMODE_BLEND)
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+
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+ # Store our identifier
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+ io[:Fonts].SetTexID(bd[:FontTexture])
178
+
179
+ return true
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+ end
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+
182
+ def self.ImplSDLRenderer_DestroyFontsTexture()
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+ io = ImGuiIO.new(ImGui::GetIO())
184
+ bd = ImGui_ImplSDLRenderer_GetBackendData()
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+ if bd[:FontTexture] != nil
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+ io[:Fonts].SetTexID(nil)
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+ SDL.DestroyTexture(bd[:FontTexture])
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+ bd[:FontTexture] = nil
189
+ end
190
+ end
191
+
192
+ def self.ImplSDLRenderer_CreateDeviceObjects()
193
+ return ImGui::ImplSDLRenderer_CreateFontsTexture()
194
+ end
195
+
196
+ def self.ImplSDLRenderer_DestroyDeviceObjects()
197
+ ImGui::ImplSDLRenderer_DestroyFontsTexture()
198
+ end
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+
200
+ end
@@ -0,0 +1,49 @@
1
+ # imgui-bindings : Yet another ImGui wrapper for Ruby
2
+ #
3
+ # * https://github.com/vaiorabbit/ruby-imgui
4
+
5
+ require 'ffi'
6
+
7
+ module ImGui
8
+
9
+ extend FFI::Library
10
+
11
+ @@imgui_import_internal_done = false
12
+
13
+ def self.import_internal_symbols(output_error = false)
14
+
15
+ symbols = [
16
+ :igFocusWindow,
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+ :igGetCurrentWindow,
18
+ ]
19
+
20
+ args = {
21
+ :igFocusWindow => [:pointer],
22
+ :igGetCurrentWindow => [],
23
+ }
24
+
25
+ retvals = {
26
+ :igFocusWindow => :void,
27
+ :igGetCurrentWindow => :pointer,
28
+ }
29
+
30
+ symbols.each do |sym|
31
+ begin
32
+ attach_function sym, args[sym], retvals[sym]
33
+ rescue FFI::NotFoundError
34
+ $stderr.puts("[Warning] Failed to import #{sym}.\n") if output_error
35
+ end
36
+ end
37
+
38
+ @@imgui_import_internal_done = true
39
+ end # self.import_internal_symbols
40
+
41
+ def self.GetCurrentWindow()
42
+ igGetCurrentWindow()
43
+ end
44
+
45
+ def self.FocusWindow(window)
46
+ igFocusWindow(window)
47
+ end
48
+
49
+ end # module ImGui
data/lib/imnodes.dll ADDED
Binary file
data/lib/imnodes.dylib ADDED
Binary file
data/lib/imnodes.rb ADDED
@@ -0,0 +1,161 @@
1
+ # imgui-bindings : Yet another ImGui wrapper for Ruby
2
+ #
3
+ # * https://github.com/vaiorabbit/ruby-imgui
4
+
5
+ require 'ffi'
6
+
7
+ # ImNodes::StyleColor
8
+ ImNodesStyleColor_ColCanvasLines = 0
9
+ ImNodesStyleColor_ColNodeBg = 1
10
+ ImNodesStyleColor_ColNodeActiveBg = 2
11
+ ImNodesStyleColor_ColNodeBorder = 3
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+ ImNodesStyleColor_ColConnection = 4
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+ ImNodesStyleColor_ColConnectionActive = 5
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+ ImNodesStyleColor_ColSelectBg = 6
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+ ImNodesStyleColor_ColSelectBorder = 7
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+ ImNodesStyleColor_ColMax = 8
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+
18
+ # ImNodesStyleVar
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+ ImNodesStyleVar_GridSpacing = 0 # float
20
+ ImNodesStyleVar_CurveThickness = 1 # float
21
+ ImNodesStyleVar_CurveStrength = 2 # float
22
+ ImNodesStyleVar_SlotRadius = 3 # float
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+ ImNodesStyleVar_NodeRounding = 4 # float
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+ ImNodesStyleVar_NodeSpacing = 5 # ImVec2
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+ ImNodesStyleVar_ItemSpacing = 6 # ImVec2
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+ ImNodesStyleVar_COUNT = 7
27
+
28
+ # ImNodesStyleCol
29
+ ImNodesStyleCol_GridLines = 0
30
+ ImNodesStyleCol_NodeBodyBg = 1
31
+ ImNodesStyleCol_NodeBodyBgHovered = 2
32
+ ImNodesStyleCol_NodeBodyBgActive = 3
33
+ ImNodesStyleCol_NodeBorder = 4
34
+ ImNodesStyleCol_Connection = 5
35
+ ImNodesStyleCol_ConnectionActive = 6
36
+ ImNodesStyleCol_SelectBg = 7
37
+ ImNodesStyleCol_SelectBorder = 8
38
+ ImNodesStyleCol_NodeTitleBarBg = 9
39
+ ImNodesStyleCol_NodeTitleBarBgHovered = 10
40
+ ImNodesStyleCol_NodeTitleBarBgActive = 11
41
+ ImNodesStyleCol_COUNT = 12
42
+
43
+ module ImNodes
44
+
45
+ extend FFI::Library
46
+
47
+ @@imnodes_import_done = false
48
+
49
+ class CanvasStyle < FFI::Struct
50
+ layout(
51
+ # Thickness of curves that connect slots together.
52
+ :CurveThickness, :float,
53
+ # Indent connection into slot widget a little. Useful when slot content covers connection end with some kind
54
+ # of icon (like a circle) and then no seam between icon and connection end is visible.
55
+ :ConnectionIndent, :float,
56
+ :GridSpacing, :float,
57
+ :CurveStrength, :float,
58
+ :NodeRounding, :float,
59
+ :NodeSpacing, ImVec2.by_value
60
+ )
61
+ end
62
+
63
+ class CanvasState < FFI::Struct
64
+ layout(
65
+ # Current zoom of canvas.
66
+ :Zoom, :float,
67
+ # Current scroll offset of canvas.
68
+ :Offset, ImVec2.by_value,
69
+ # Colors used to style elements of this canvas.
70
+ :Colors, [ImColor.by_value, ImNodesStyleColor_ColMax],
71
+ # Style parameters
72
+ :Style, CanvasStyle.by_value,
73
+ # Implementation detail.
74
+ :_Impl, :pointer
75
+ )
76
+
77
+ def self.create()
78
+ return CanvasState.new(ImNodesCanvasStateCtor())
79
+ end
80
+
81
+ def destroy()
82
+ ImNodesCanvasStateDtor(self)
83
+ end
84
+ end
85
+
86
+ class SlotInfo < FFI::Struct
87
+ layout(
88
+ :title, :pointer,
89
+ :kind, :int
90
+ )
91
+
92
+ def self.create(title, kind)
93
+ instance = SlotInfo.new
94
+ instance[:title] = FFI::MemoryPointer.from_string(title)
95
+ instance[:kind] = kind
96
+ return instance
97
+ end
98
+ end
99
+
100
+ def self.load_lib(libpath = './imnodes.dylib', output_error = false)
101
+ ffi_lib_flags :now, :global
102
+ ffi_lib libpath
103
+ import_symbols(output_error) unless @@imnodes_import_done
104
+ end
105
+
106
+ def self.import_symbols(output_error = false)
107
+
108
+ symbols = [
109
+ # name, func, args, returns
110
+ [:CanvasStateCtor, :ImNodesCanvasStateCtor, [], :pointer],
111
+ [:CanvasStateDtor, :ImNodesCanvasStateDtor, [:pointer], :void],
112
+ [:BeginCanvas, :ImNodesBeginCanvas, [:pointer], :void],
113
+ [:EndCanvas, :ImNodesEndCanvas, [], :void],
114
+ [:BeginNode, :ImNodesBeginNode, [:pointer, :pointer, :pointer], :bool],
115
+ [:EndNode, :ImNodesEndNode, [], :void],
116
+ [:IsNodeHovered, :ImNodesIsNodeHovered, [], :bool],
117
+ [:AutoPositionNode, :ImNodesAutoPositionNode, [:pointer], :void],
118
+ [:GetNewConnection, :ImNodesGetNewConnection, [:pointer, :pointer, :pointer, :pointer], :bool],
119
+ [:GetPendingConnection, :ImNodesGetPendingConnection, [:pointer, :pointer, :pointer], :bool],
120
+ [:Connection, :ImNodesConnection, [:pointer, :pointer, :pointer, :pointer], :bool],
121
+ [:GetCurrentCanvas, :ImNodesGetCurrentCanvas, [], :pointer],
122
+ [:InputSlotKind, :ImNodesInputSlotKind, [:int], :int],
123
+ [:OutputSlotKind, :ImNodesOutputSlotKind, [:int], :int],
124
+ [:IsInputSlotKind, :ImNodesIsInputSlotKind, [:int], :bool],
125
+ [:IsOutputSlotKind, :ImNodesIsOutputSlotKind, [:int], :bool],
126
+ [:BeginSlot, :ImNodesBeginSlot, [:pointer, :int], :bool],
127
+ [:BeginInputSlot, :ImNodesBeginInputSlot, [:pointer, :int], :bool],
128
+ [:BeginOutputSlot, :ImNodesBeginOutputSlot, [:pointer, :int], :bool],
129
+ [:EndSlot, :ImNodesEndSlot, [], :void],
130
+ [:IsSlotCurveHovered, :ImNodesIsSlotCurveHovered, [], :bool],
131
+ [:IsConnectingCompatibleSlot, :ImNodesIsConnectingCompatibleSlot, [], :bool],
132
+ [:EzCreateContext, :ImNodesEzCreateContext, [], :pointer],
133
+ [:EzFreeContext, :ImNodesEzFreeContext, [:pointer], :void],
134
+ [:EzSetContext, :ImNodesEzSetContext, [:pointer], :void],
135
+ [:EzGetState, :ImNodesEzGetState, [], :pointer],
136
+ [:EzBeginCanvas, :ImNodesEzBeginCanvas, [], :void],
137
+ [:EzEndCanvas, :ImNodesEzEndCanvas, [], :void],
138
+ [:EzBeginNode, :ImNodesEzBeginNode, [:pointer, :pointer, :pointer, :pointer], :bool],
139
+ [:EzEndNode, :ImNodesEzEndNode, [], :void],
140
+ [:EzInputSlots, :ImNodesEzInputSlots, [:pointer, :int], :void],
141
+ [:EzOutputSlots, :ImNodesEzOutputSlots, [:pointer, :int], :void],
142
+ [:EzConnection, :ImNodesEzConnection, [:pointer, :pointer, :pointer, :pointer], :bool],
143
+ [:EzPushStyleVarFloat, :ImNodesEzPushStyleVarFloat, [:int, :float], :void],
144
+ [:EzPushStyleVarVec2, :ImNodesEzPushStyleVarVec2, [:int, :pointer], :void],
145
+ [:EzPopStyleVar, :ImNodesEzPopStyleVar, [:int], :void],
146
+ [:EzPushStyleColorU32, :ImNodesEzPushStyleColorU32, [:int, :uint], :void],
147
+ [:EzPushStyleColorVec4, :ImNodesEzPushStyleColorVec4, [:int, :pointer], :void],
148
+ [:EzPopStyleColor, :ImNodesEzPopStyleColor, [:int], :void],
149
+ ]
150
+
151
+ symbols.each do |sym|
152
+ begin
153
+ attach_function *sym
154
+ rescue FFI::NotFoundError
155
+ $stderr.puts("[Warning] Failed to import #{sym}.\n") if output_error
156
+ end
157
+ end
158
+
159
+ end # self.import_symbols
160
+
161
+ end # module ImNodes
metadata CHANGED
@@ -1,14 +1,14 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: imgui-bindings
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.0.2
4
+ version: 0.1.0
5
5
  platform: ruby
6
6
  authors:
7
7
  - vaiorabbit
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2022-01-09 00:00:00.000000000 Z
11
+ date: 2022-08-14 00:00:00.000000000 Z
12
12
  dependencies:
13
13
  - !ruby/object:Gem::Dependency
14
14
  name: ffi
@@ -53,14 +53,16 @@ files:
53
53
  - lib/imgui.dll
54
54
  - lib/imgui.dylib
55
55
  - lib/imgui.rb
56
- - lib/imgui_debug.dll
57
- - lib/imgui_debug.dylib
58
56
  - lib/imgui_impl_glfw.rb
59
57
  - lib/imgui_impl_opengl2.rb
60
58
  - lib/imgui_impl_opengl3.rb
61
59
  - lib/imgui_impl_raylib.rb
62
60
  - lib/imgui_impl_sdl2.rb
63
61
  - lib/imgui_impl_sdlrenderer.rb
62
+ - lib/imgui_internal.rb
63
+ - lib/imnodes.dll
64
+ - lib/imnodes.dylib
65
+ - lib/imnodes.rb
64
66
  homepage: https://github.com/vaiorabbit/ruby-imgui
65
67
  licenses:
66
68
  - Zlib
@@ -73,7 +75,7 @@ required_ruby_version: !ruby/object:Gem::Requirement
73
75
  requirements:
74
76
  - - ">="
75
77
  - !ruby/object:Gem::Version
76
- version: 2.6.0
78
+ version: 3.0.0
77
79
  required_rubygems_version: !ruby/object:Gem::Requirement
78
80
  requirements:
79
81
  - - ">="