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Adding backend sdl3 + opengl3 #44
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,52 @@ | ||
const gui = @import("gui.zig"); | ||
const backend_sdl3 = @import("backend_sdl3.zig"); | ||
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pub fn initWithGlSlVersion( | ||
window: *const anyopaque, // SDL_Window | ||
context: *const anyopaque, // SDL_GL_Context | ||
glsl_version: ?[:0]const u8, // e.g. "#version 130" | ||
) void { | ||
backend_sdl3.initOpenGL(window, context); | ||
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ImGui_ImplOpenGL3_Init(@ptrCast(glsl_version)); | ||
} | ||
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pub fn init( | ||
window: *const anyopaque, // SDL_Window | ||
context: *const anyopaque, // SDL_GL_Context | ||
) void { | ||
initWithGlSlVersion(window, context, null); | ||
} | ||
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pub fn processEvent( | ||
event: *const anyopaque, // SDL_Event | ||
) bool { | ||
return backend_sdl3.processEvent(event); | ||
} | ||
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pub fn deinit() void { | ||
ImGui_ImplOpenGL3_Shutdown(); | ||
backend_sdl3.deinit(); | ||
} | ||
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pub fn newFrame(fb_width: u32, fb_height: u32) void { | ||
ImGui_ImplOpenGL3_NewFrame(); | ||
backend_sdl3.newFrame(); | ||
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gui.io.setDisplaySize(@as(f32, @floatFromInt(fb_width)), @as(f32, @floatFromInt(fb_height))); | ||
gui.io.setDisplayFramebufferScale(1.0, 1.0); | ||
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gui.newFrame(); | ||
} | ||
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pub fn draw() void { | ||
gui.render(); | ||
ImGui_ImplOpenGL3_RenderDrawData(gui.getDrawData()); | ||
} | ||
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// These functions are defined in 'imgui_impl_opengl3.cpp` | ||
// (they include few custom changes). | ||
extern fn ImGui_ImplOpenGL3_Init(glsl_version: [*c]const u8) void; | ||
extern fn ImGui_ImplOpenGL3_Shutdown() void; | ||
extern fn ImGui_ImplOpenGL3_NewFrame() void; | ||
extern fn ImGui_ImplOpenGL3_RenderDrawData(data: *const anyopaque) void; |
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I think the order of things here is wrong. But we can come back to it. See the open PR re DPI scaling.
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I based this on the sdl2_opengl backend ^^. except that I do the opengl newframe before sdl3 newframe.
I seen that here:
https://github.com/ocornut/imgui/blob/f484af34c2014e98a64410e6cd81e1a5ab434bfd/examples/example_sdl3_opengl3/main.cpp#L162C12-L165C1
But tbh I think the order has no importance as the init before that is in the reverse order.
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Yes, fractional scaling is broken for (I think) all backends. We should fix the OpenGL backends (and others) in the same fashion as the wgpu one. See issue #3 and PRs #42 and #34.